Ian Marsh and Peter Darvill-Evans

For Janet and Cherril

Previously published in Great Britain in 1991 by Doctor Who Books, an imprint of Virgin Publishing (ISBN 0426 203623) This edition published electronically as freeware in 1996 by Ian Marsh, 113 Aslett Street, Wandsworth, London SW18 2BG E-mail: Copyright © Ian Marsh and Peter Darvill-Evans 1991, 1996 Doctor Who series copyright © British Broadcasting Corporation 1963,1996 This work may be printed free of charge for personal use only. Commercial use is expressly forbidden without the consent and written agreement of the authors


The DOCTOR WHO story The DOCTOR WHO universe The Necromancers: a DOCTOR WHO short story 3 7 9


A brief history of role-playing Key concepts in role-playing Switchback: a solo DOCTOR WHO adventure 22 24 27

Basic concepts Abilities Combat Weapons Death and injury Recovery Poison Falls Suffocation and drowning 33 37 48 53 58 59 61 62 63

Who is the Doctor? Companions Aliens Villains Transport Time Lords and time travel A 500-year diary 65 71 88 106 112 114 118

How to be a referee How to invent adventures The Curse of the Cyclops: a ready-made adventure 123 136 140

Creating characters Safe combat Designer’s notes Advanced character creation Character sheet 152 154 156 159 163



TIME LORD is an unusual book. It is neither a story nor a game: it contains all the rules and information that you need to invent your own DOCTOR WHO stories and to take part in games based on them. Taking part in a story is known as role-playing and by using TIME LORD, you and your friends can play the roles of the Doctor, his companions and his enemies. You can travel through time and space and face deadly dangers on alien worlds without leaving your living room. You don’t even have to wear outlandish costumes — although you can if you want to! All you need is this book, some pencil and paper, at least two ordinary six-sided dice, a group of friends and a fertile imagination. If you want to know more about DOCTOR WHO, read Part One of this book. It contains a brief history of the television series, an explanation of the most important concepts and a short story to give the flavour of a DOCTOR WHO adventure. If you are familiar with DOCTOR WHO, you can skip Part One. If you want to know more about role-playing games, read Part Two of this book. It contains an introduction to the idea of role-playing, an explanation of the most important concepts, and a short solo game to give you some idea of what it is like to play a simple role-playing game. If you are familiar with role-playing games, you can skip Part Two. Part Three is the heart of TIME LORD: it contains all the rules that allow you to take part in a game based on a DOCTOR WHO story. Part Four is the main reference section and will be invaluable both for playing a role in a game and for creating new adventures. In Part Five there is a ready-made adventure for you and your friends to play. This part also explains how to invent new stories to continue your adventures in time and space.

Some technical terms are inevitable in a book of this nature. They will be kept to a minimum, however, and will be fully explained when first mentioned. The following terms will be used throughout TIME LORD to avoid confusion. DOCTOR WHO (the BBC television programme and the universe in which it is set) and TIME LORD (this book) will always spelled in capital letters. And what is a Time Lord? A Time Lord is a member of the ruling elite on the planet Gallifrey. The Doctor, the main character in DOCTOR WHO, is a Time Lord. Titles of books and television stories will be written in italics. For instance: Doctor Who — Survival by Rona Munro is the novel based on the DOCTOR WHO story Survival that was broadcast in 1989. Now, if you’re ready to dematerialize, we’ll take off into time and space. Ian Marsh and Peter Darvill-Evans April 1991

TIME LORD and DOCTOR WHO have had one thing in common over the past few years: both have been unavailable to fans. Behind the scenes, however, work has been progressing on new versions of both. The wider availability of the Internet and its suitability for electronic publishing has made it possible for some time to put TIME LORD on the World Wide Web. What has been lacking is a number of files from the original typescript — files that over the past few months I have been rekeying. During that time, Peter and I have arranged to have the rights to TIME LORD reverted to the authors; Peter has also very kindly allowed me to go ahead on my own and republish the book electronically so that it once again becomes available to fans of DOCTOR WHO and gamers alike. What appears here is substantially the same as the original work. The Templar Throne, however, is no longer included, and an adventure I originally wrote for Marvel’s Doctor Who Magazine — The Curse of the Cyclops — takes its place. While The Templar Throne is an excellent adventure, it is a little too complicated for a first game. There is now also a full character generation system for human companions, which joins the appendices at the back of the book. A few words of caution: the files that comprise this edition are based on the pre-edited version of the game, so there may be a few differences. If anyone spots them, it would be greatly appreciated if they could point them out. I intend to release this version of the game in several forms. The first is rather exclusive: Postscript files that can just be printed out. More ambitiously I hope to release a version that can be read on a Web browser in small chunks, which should make accessing particular points far easier. I also intend to put out Ascii, Word and WordPerfect versions, but all this will take time. Be patient. Ian Marsh Wandsworth, London, June 1996 E-mail:



1963 William Hartnell played the first Doctor as an old man: eccentric. Details of the DOCTOR WHO universe will be found in Part Four of this book. He met the Daleks. Seven different actors have portrayed the Doctor. had envisaged DOCTOR WHO as an educational series for children. 3 .’ explained Susan — a spaceship capable of travelling in time. 1970 After a gap of six months — an unprecedented break in the hitherto weekly output which suggested that the programme’s future had been in doubt — DOCTOR WHO returned. Patrick Troughton’s Doctor met for the first time the Yeti and the Ice Warriors. but here is a brief history of the programme to provide a context for later references. The programme was now made in large. was dashing and debonair.DOCTOR WHO — TIME LORD THE DOCTOR WHO STORY The British Broadcasting Corporation’s DOCTOR WHO is the world’s longest-running science fiction television programme. Patrick Troughton inherited the TARDIS. the Doctor has taken his TARDIS into more than a hundred and fifty adventures. an irascible old man known as the Doctor. and had several confrontations with his old enemies. and her grandfather. The wealth of information that has been generated during almost thirty years of DOCTOR WHO stories provides a comprehensive background against which new adventures can be set. As viewers huddled round their living room fires on that cold. however. science fiction ideas began to creep in. have been temporary time-travellers with the Doctor. Scores of companions. forgetful and bad-tempered. each of them adding something to the Time Lord’s complex personality. They were introduced to Susan Foreman. An Unearthly Child. in the role of the Doctor. the home planet of the Time Lords. the programme was shot and broadcast in colour. 1966 At the end of The Tenth Planet. Daleks and Cybermen. making history exciting and accessible for a young audience. a runaway from a civilization that had the power to control time and space and which has a strict policy of non-intervention in the universe — a policy that the Doctor abhors. The DOCTOR WHO producer. the first episode of the first DOCTOR WHO story. modern studios at the BBC’s new Television Centre. Sydney Newman. but they are not unknown in other countries: the BBC has sold DOCTOR WHO to television stations in sixty nations all round the world. The War Games . the Daleks and the Cybermen. head of drama at the BBC. but also erratically brilliant. And something of the Doctor’s origins on Gallifrey. the day after John Kennedy was assassinated in Dallas. that he had little idea of how to navigate it and that it was defective anyway. Most important of all. has been revealed. They were amazed to find that the police telephone box was larger inside than it was outside and that it was in fact a TARDIS — ‘It stands for time and relative dimension in space. In the three decades that have elapsed since that memorable November evening. most of them young Earthlings. 1969 During two and a half years. infinitely flexible TARDIS. The programme revealed that the Doctor had ‘borrowed’ his TARDIS. faced with the problem that his leading actor had to retire from the programme. From the very first episode. Directors were able to call on a range of special effects and do a certain amount of outdoor shooting. science fiction themes and terrifying monsters. allowing a new actor to take on the role. The characters and monsters from DOCTOR WHO are now household names in Britain. it was revealed that the Doctor was a Time Lord. grey and typically British autumn evening and peered at the flickering black-and-white images on valve-powered television sets. the story that introduced the Cybermen. and in the second story the Doctor took his ship to the faraway planet of Skaro where he came up against the Daleks. The viewing figures made it clear that the right mixture of ingredients had been found: the wonderful. the Master and the Rani — old enemies that the Doctor has fought again and again all over the universe — have become almost as well known as the Doctor himself. a schoolgirl who claimed to live in a police telephone box in a junkyard. the strong characterizations of the leading players. with a succession of glamorous female companions and a penchant for gadgets and fast cars. 1963. the Doctor collapsed on the floor of his TARDIS and his appearance began to change. In the last of the second Doctor’s adventures. kind-hearted and iron-willed. Yet they knew they were seeing something special. invented a crucial element of the Doctor’s make-up: he can regenerate his body when it wears out. was broadcast on Saturday 23 November. and portrayed the Doctor as a cosmic hobo. the first of the many terrifying and megalomaniac races of monsters that were to cross his path again and again. an untidy and deceptively simple clown. but half of the First Doctor’s adventures were set in Earth’s history. Jon Pertwee. they had no idea that they were watching the beginning of a legend. The Doctor would hop back and forth through time.

made his first appearance in stories that continued to fill in the Doctor’s background and provide a coherent vision of the universe through which the TARDIS travelled. Some of the third Doctor’s stories had already been shown. the Doctor’s robot dog. however. He also joined forces with UNIT which. Viewing figures rose dramatically and the first of many complaints about the programme’s excessive violence were heard. played by two actresses across sixteen stories. K9 was retired. an evil renegade Time Lord. the third Doctor suffered terrible wounds while defeating the Giant Spiders on Metebelis 3. On screen. The Three Doctors. Some of the features that would characterize his decade as producer became apparent immediately: greater use of video and location shooting and a succession of well-known actors as guest stars. most of it consistent. the scientist who had pioneered time-travel technology. under its commanding officer Brigadier Lethbridge Stewart. a new producer was brought in under instructions to tone down the elements of horror in the programme. The first DOCTOR WHO convention was held. 1972 The Daleks returned to the screen in Day of the Daleks after an absence of five years. but now the BBC had signed a substantial deal with Time-Life Television. the second half of the 1970s was full of detail.DOCTOR WHO — TIME LORD Within the third Doctor’s first year on television he had met for the first time his most implacable foe. about the Time Lords and the Doctor’s universe. Gallifrey. The first American convention took place. and when a new season of stories began at the end of the year. The audience for DOCTOR WHO in Britain had never been so large. Tom Baker stepped into the role to become the fourth Doctor. 1976 Viewing figures for DOCTOR WHO in Britain had exceeded fourteen million in 1975. Peter Davison became the fifth actor to play the Doctor. new monsters which he would meet again. At the same time. The fourth Doctor’s longest-standing companion. the last producer of DOCTOR WHO. as well as a new producer and script editor. at the time of writing. His body started to regenerate. but in the following year even this stupendous achievement was topped during one story. 1980 John Nathan-Turner became the new and. a story set on the Doctor’s home planet that included guest appearances by the first two Doctors. DOCTOR WHO started to unleash a series of hard-hitting suspense stories. DOCTOR WHO was an immediate sensation and American fan clubs sprang up even more prolifically than the British clubs had. the Doctor regenerated for the fourth time. 1977 The longevity of DOCTOR WHO. 1981 The Master returned after a long absence — and his machinations were the on-screen rationale for Tom Baker to relinquish his seven-year hold on the role of the Doctor. These stories helped the programme to impressive viewing figures: eight million British viewers now watched DOCTOR WHO. nor has it been so large since. 1974 Having come up against two new races of monsters that he was destined to meet again — the Sontarans and the Sea Devils — and having been released from his exile on Earth to undergo a series of adventures in space. Two stories were set on the Doctor’s home planet. At the end of the year. The BBC started to sell the programme to other countries. and for the first time most of the audience were adults. the campaign about the programme’s violence and alleged unsuitability for children reached a climax. was to become a mainstay of the programme for many years. was herself a Time Lord. More was revealed about the origins of the Daleks and there were confrontations with Cybermen and Sontarans. and the preponderance of teenagers and adults rather than young children in its audience led to a flowering of DOCTOR WHO fan clubs. 1979 DOCTOR WHO was launched in the United States. the Master. K9. introduced the shadowy figure of Omega. its recent surge of popularity. and as a result the fourth Doctor’s adventures started to be broadcast nationwide. 1975 With Tom Baker’s almost dangerously exuberant portrayal of the Doctor. becoming still younger in appearance. but in general the fourth Doctor explored new territory in original stories. 4 . After apparently falling to his death. and he had confronted the Autons and the Silurians.

at the end of the 1985 season the BBC announced that DOCTOR WHO was to be taken off the air. In a series of strongly plotted stories that moved away from reliance on cross-references to Gallifreyan history. The future of the programme was once again in doubt. pitted the Doctor against both the Master and the dark side of his own character. in which Patrick Troughton played the second Doctor for the last time. Peri. Once again rumours abounded about the end of DOCTOR WHO. Cybermen and Sontarans. DOCTOR WHO returned. Among his opponents were some old enemies — Daleks. the fifth Doctor’s adventures began. The programme grew from an imaginative but basically educational children’s television show into a science fiction saga packed with action and suspense and underpinned by adult themes. and the first three of the season’s four stories were the evidence presented by the prosecution and then by the Doctor in his own defence. was broadcast at the end of the year. At the same time gradual revelations about the Doctor’s changing personality. Ace rapidly became one of the most popular of the Doctor’s many companions. when the Doctor sacrificed a regeneration on the planet of Androzani Minor to save the life of his companion. The Doctor was on trial for his life. having turned as many as it could of the DOCTOR WHO television scripts into short novels under its Target imprint. As the above brief history of the programme suggests. the unique appeal of DOCTOR WHO is that it can be seen as one long story. vainglorious genius failed to prevent a slide in the programme’s viewing figures. now Virgin Publishing. The Two Doctors. set about commissioning full-length DOCTOR WHO novels while continuing to publish non-fiction DOCTOR WHO books — of which TIME LORD is one. who had been poisoned with unrefined spectrox. the Doctor found a new companion in the streetcredible and somewhat pyromaniac form of Ace. Daleks and Cybermen. The programme’s ratings remained poor. 1989 Survival. however. the programme’s long life-span is at first sight its most remarkable feature. Silurians and Sea Devils — and the programme-makers continued to provide incidental snippets of information about Gallifrey and time travel. a teenage girl from west London. 1985 Colin Baker’s vivid portrayal of the sixth Doctor as an erratic. 5 . at least compared with those of its heyday. Cybermen. but in the meantime the old stories were being successfully resurrected. 1987 The BBC announced that a seventh actor. The final story. The result was a worldwide campaign to save the Doctor. In spite of adventures that featured old enemies such as the Daleks. Brigadier Lethbridge Stewart. the introduction of another renegade Time Lord known as the Rani. the Master. companions past and present. 1990 John Nathan-Turner resigned from the post of producer and the BBC made no announcement about a successor. Sylvester McCoy. about his home world and its powerful inhabitants. 1984 Peter Davison left the programme. The BBC found that video cassettes of DOCTOR WHO stories — even black-and-white ones from the 1960s — were very popular and a regular schedule of video releases was started. K9 and even the Master co-operated to unmask a traitor in the High Council of Gallifrey. Publisher WH Allen. and the on-screen chemistry between Sylvester and Sophie helped to lift DOCTOR WHO on to a new level of subtlety and mystery. and Colin Baker was removed from the starring role. played by Sophie Aldred. 1983 DOCTOR WHO’s twentieth anniversary was marked by a special programme. DOCTOR WHO reruns proved to be one of the main attractions on the BSB satellite and cable television service. After almost three decades of DOCTOR WHO. and earned renewed critical respect for DOCTOR WHO. the last DOCTOR WHO story at the time of writing. the climax of the trial. the BBC bowed to the pressure. Colin Baker became the sixth Doctor in The Caves of Androzani.DOCTOR WHO — TIME LORD 1982 After a nine-month gap. the seventh Doctor encountered the Master and the Rani. in which all five of the Doctor’s incarnations. 1986 After a seventeen month gap. and about his relentless enemies all combined to weave an increasingly complex backcloth to the Doctor’s adventures. the penultimate story of the 1984 season. had been appointed to play the Doctor. and a special programme. At the end of the year and of the first series. The Five Doctors.

It also allowed successive producers. and thus create a legacy of DOCTOR WHO ‘facts’ that can be used as the background to new adventures. script editors and writers of the programme to build layer upon layer of detail and mystery. directors. 6 .DOCTOR WHO — TIME LORD The flexibility of DOCTOR WHO’s original premise — a crotchety old scientist of unknown origin takes human beings from twentieth-century Earth as passengers in his seldom-controllable time machine — ensured the programme’s longevity in the fickle world of television fads.

and when it eventually wears out it regenerates into a new form. and pay little attention to the rest of the planet or the rest of the universe. At about the same time Gallifreyan society began to split into two and the educated.) Each TARDIS. And because Time Lords have little interest in the universe. He is hardly ever without at least one companion. a species that resembles human beings in physical appearance.DOCTOR WHO — TIME LORD THE DOCTOR WHO UNIVERSE If DOCTOR WHO is unfamiliar to you. an artificial universe of potentially infinite size. This longevity. fear and innocence often lead them into danger. In his travels he has met and befriended hundreds of beings. perhaps the most brilliant. it can expand its interior to any size. Rassilon and Omega. A Time Lord’s life span is much longer than that of an ordinary Gallifreyan or human: his body has tremendous powers of recovery and is very long-lasting. are often very helpful to the Doctor and he seems to find his companions invigorating and amusing. however. in effect. TARDIS The letters TARDIS are an acronym. Their courage and ingenuity. A Time Lord can therefore live for thousands of years. The Doctor’s TARDIS is also in need of an overhaul: hardly any of its circuits work properly and the chameleon circuit. They called themselves Time Lords. Gallifrey Gallifrey is a planet in the same spiral galaxy as our own — the galaxy that we call the Milky Way. and sometimes he invites one or two of them to accompany him in his TARDIS. however. Not surprisingly each TARDIS is an intelligence. and it can adapt its appearance to blend in with the surroundings in which it materializes. Two scientists. erratic and mysterious of them all. 7 . an obsolete model which has a number of interesting features that are missing on more recent versions. present and future of our own universe. The Doctor’s companions are usually confused by their adventures and have no hope of understanding the technology that the Doctor uses. The Doctor Although most Time Lords are content to while away their long lives in the formal splendour of the Citadel on Gallifrey. but he has made it his mission to protect the weak and combat evil throughout the universe. particularly that of humans. It is. also ‘borrowed’ a TARDIS to escape from Gallifrey. a few of them find the place intolerably dull. perfected the techniques of time travel and created the time machines known as TARDISes. there followed an even more golden age of technological progress. time-travelling elite minority became almost a distinct race. humanoid and otherwise. set off into time and space to carve out empires of their own. (‘It’s bigger on the inside than it is on the outside!’ is the usual amazed reaction of anyone other than a Time Lord when first entering a TARDIS. but the Doctor enjoys company. Their simple-mindedness. The Gallifreyans. Time Lords As if the development of interstellar travel was not achievement enough for Gallifreyan civilization. Time Lords live and work in a highly formalized society in the Citadel on Gallifrey. with computing power so great that it can decipher the whole of the past. He has developed a particular affection for the unpredictable inhabitants of the planet Earth. standing for Time And Relative Dimension In Space. It has the power to materialize a part of its physical structure anywhere in space and time. is usually manned by only one Time Lord because Time Lords are solitary by nature. usually a young human. albeit an artificial and alien one. evolved intelligence and developed civilization way before anyone else in the galaxy: the Doctor once said that they achieved space flight while humans were still living in caves. these explanations of a few central themes will help you to understand references in TIME LORD. Although its physical manifestation is usually small. The Doctor’s TARDIS is a Type 40. The Time Lord known as the Doctor. has broken completely: the Doctor’s TARDIS is stuck in the shape of a blue police telephone box of the sort that used to be a common sight on London’s street corners a few decades ago. thus complicating the Doctor’s plans and often jeopardizing their success. who are threatened throughout their history by alien invaders and by the results of their own waywardness. very few TARDISes are used. A TARDIS is a Time Lord’s time and space machine and represents the summit of Gallifreyan technology. gives the Time Lords a feeling of detachment from mere mortals. which allows the TARDIS to change its appearance. Some of these renegade Time Lords leave the Citadel and opt for a hermit’s life in the wilds of Gallifrey. driven by ambition and hatred. others. Companions Time Lords are solitary. They provide a focus for his general concern for the well-being of the universe. coupled with scientific knowledge.

TIME LORD allows you to create new DOCTOR WHO adventures and explains how you and your friends can take part in them — as one of the regenerations of the Doctor. allies and even as his opponents. and six other actors (so far) have taken on the role. as his companions. William Hartnell was the actor who originally played the part of the Doctor. Although many elements of the Doctor’s character remain fixed. 8 .DOCTOR WHO — TIME LORD More than a hundred and fifty of the Doctor’s adventures have been broadcast on television since DOCTOR WHO first appeared in 1963. the second Doctor and so on. each of them representing the Doctor after a regeneration. the various Doctors are identified by referring to them as the first Doctor. each new body he inhabits seems to have its own quirks.

Marna was chattering relentlessly to a goldfleece farmer with glazed eyes. intimate occasion when a buffet would have been better. too. For the third time that evening Kereban’s foot touched hers. Unfortunately. ‘And anyway we can’t drink a toast.’ she called out. gifted. The date was wrong. ‘don’t forget we’re about to have a toast. of course!’ she exclaimed. CHAPTER ONE: A GHOST IN THE MACHINE Senator Kereban Tod tapped the rim of his glass with his dessert spoon and waited for the hubbub of conversation to subside. And wherever did you find that gorgeous necklace?’ Marna looked round in confusion.’ he said.DOCTOR WHO — TIME LORD THE NECROMANCERS This is a fairly typical example of a DOCTOR WHO adventure.’ There were murmurs of agreement.’ Terellion gave him one her most encouraging smiles. and she was rather proud that she was once again setting a trend — this time by daring to introduce a distinguished opposition statesman as the guest of honour at one of her soirees. she knew that. ‘What’s the matter. She blamed herself for inviting disparate people to such a formal. ‘Not to independence. moving her feet out of range. He smiled again and turned to the woman beside him. tone and content of a DOCTOR WHO story to readers who are unfamiliar with the television programme. she realized with the intuition of a practised hostess that her guests seemed nervous too. ‘Marna. it is not possible to print the whole story: if it were printed here in full it would take up most of the book and there would be no space left for the rules of the TIME LORD game. Teri. ‘because my glass is empty!’ ‘She’s been sinking neat nirvana all evening. ‘Didn’t hang about at the Core. ‘You’re not going to tell us you’re an eleventh-hour convert to the Velid persuasion?’ She giggled again. deeply lined face. Terellion steeled herself to interrupt. more at home on the Rim. Marna’s eyes. Terellion felt uneasy. ‘Don’t tell me you’re not wearing yours. ‘and go easy on the fruit juice. If he had. ‘It’s starjade. ‘I propose a toast. She beckoned her manservant to her side and told him to refill the guests’ glasses. Terellion Pang: beautiful. How annoying.’ Marna was babbling heedlessly. adding that he should dilute Marna’s nirvana with as much naranja juice as he could fit into her glass. my fellow senator. merited her attention now. crimson lips. irresistible and yet elusive. Other guests. Olberan was sitting opposite her with a scowl on his dark. Olberan my dear?’ she said. The gracious acknowledgement of compliments was second nature to her and Kereban’s little speech would not divert her attention from the business of managing a successful social occasion. but watched her guests from beneath her long eyelashes. Kereban looked at her for a moment. on the other hand. anyway: 9 . ‘Not much time for jet-setters. ‘I propose a toast to our hostess. and provider of dinner parties that are havens of serenity in these troubled times. and considered what she should do about Marna Grard. She should have held the gathering in the upper hall. Teri.’ he said. She knew that hers was the first dinner invitation that Kereban had received for weeks. this is followed by a synopsis of the rest of the story and notes that point out some of the characteristic features of a DOCTOR WHO adventure. however. She was almost taken aback by the directness and brilliance of his blue eyes. When every face at the table was turned expectantly towards him. extending a slim hand across the table. The senator was flirting with her. raised her glass and tipped its contents between her wide. ‘More of that delicious nirvana cocktail please. Therefore we have decided to print only the first chapter of The Necromancers . he was keeping them to himself. Even her own non-aligned faction was treated with suspicion in parliament and with abuse in the holovids. and finally focused on Terellion.’ Olberan glanced at Kereban before transferring his gaze to Terellion.’ he announced. ‘I expect you find us very boring and provincial compared with the jet-setters and the wheeler-dealers on the Core Worlds. were brilliant and her pupils hugely dilated. bearded face. fingering the string of lustrous green gems at her throat. Kereban darling?’ she said.’ Kereban said to Terellion in a whisper that she suspected he knew was too loud to be discreet. The conversation dwindled into silence as the drinks were poured. a mischievous smile flitted across his impassive. and she hadn’t the heart to discourage him: his party had lost its traditional hold on power and these days it was distinctly unfashionable to consort with opponents of independence. surely. Another one of the things we have to thank Hortan Velid for!’ Terellion heard Kereban’s muttered curse. sighed and shook his head.’ Marna carolled defiantly. she thought: Olberan was one of the few New Starhomers to carve out a career off-world and she had hoped that he would have returned to the planet with a repertoire of fascinating tales.’ Terellion allowed none of her annoyance to show in her expression. it is intended to give some idea of the structure. Marna Grard’s giggle broke the silence. ‘No. She turned away from him. Terellion smiled prettily and lowered her face. because everyone’s mind was on independence. ‘How interesting!’ she said.

anyway. She dragged a stool from a workbench to her dressing table. It was a waste of time. but pleased that her party would be remembered as eventful. electrical components and audio cassettes. A one-piece jump suit of silvery material had attracted her at first.’ *** Wear something suitable. ‘Sebaran. with its tapestries and dim candelabra. and wasn’t a kid any more. And who the blazes is Sebaran?’ Terellion was concerned about Marna. Kereban rose to his feet and lifted his glass. She thought she looked young without a bit of make-up. ‘Ladies and gentlemen. She pulled on her favourite jacket. books. partly because it was concealed under a pile of discarded clothes. ‘If the Professor won’t tell me where we’re going. Jason Connery’s clean-cut portrayal of the mythical outlaw lingered in Ace’s memory: it was one of the last television programmes she’d seen when she lived in Perivale. so why can’t he look a bit more lordly? He looks likes a gormless gardener. the Doctor had said. was too gloomy. Marna pointed to the door and screamed. The whole point of the TARDIS was that it transcended the dimensions of space and time. ‘Sebaran! Can’t you see him? Look! He’s coming in! Sebaran!’ Kereban leant towards Terellion. A large part of the room was occupied by benches covered with chemistry apparatus. west London. complete with a wickedly sharp hunting knife in a leather sheath. the planet on which he had found her. things hadn’t gone too badly. standing next to the central console and gazing at the time rotor as it rhythmically rose and fell. She stood in front of a full-length mirror and experimented with hair styles. Ace had wandered in and had been meandering for hours through a labyrinth whose walls were racks of costumes. She managed to find mascara. The Doctor didn’t look up as she came in: he had his index finger to his lips and was lost in thought. The brief ensuing silence was shattered by the sound of breaking glass. She had tried on a gown from eighteenth-century France.’ he said. after all. Anyway. staring wide-eyed at the guests. she stuffed a couple of cans of nitro-nine and a Jazz Messengers tape into a black rucksack that she slung over her shoulder. ‘Oh my god. blew herself a kiss and grimaced laughingly. He had made a slight adjustment to the interior structure of the TARDIS so that Ace’s room was now connected to a walk-in wardrobe. his crumpled jacket.’ She turned. And she couldn’t understand why she had thought the gronkey would be a talking-point: the animal had sat motionless on its perch throughout the dinner. it’s Sebaran! He’s come back to me!’ Marna shrieked. He was in the control room. He’s supposed to be a Time Lord. 10 . because Ace couldn’t be bothered to prowl the corridors looking for the TARDIS’s laboratories every time she wanted to brew up fresh supplies of explosives. sat on it and ransacked the drawers in front of her. she pinned it to one side so that it fell in a curtain concealing half of her open. square-jawed face. but when she had tried it on she had decided it made her look like a refugee from a low-budget science-fiction television show. The meal was over and she would understand if the guests started to make their excuses soon.’ she said to Kereban. She pulled her shoulder-length brown hair into a pony tail. although she couldn’t be bothered with it most of the time. lipstick and green eye shadow. Terellion looked where she was pointing but could see only the dark doorway. but had abandoned it because she thought the Doctor wouldn’t approve. Marna was having some kind of seizure and everyone was on their feet and yelling incoherently. Ace thought as she tried to pick a good time to interrupt his reverie. He died six months ago.DOCTOR WHO — TIME LORD this little dining room. pale panama hat and question-mark-handled umbrella hung on the coat stand. ‘I’ve had about enough of this. but had decided that the crinoline might get in the way if she needed to move fast. ‘Too much nirvana. an old buffer who should be looking after his prize roses and tending his orchard. ‘was Marna’s husband. the black satin one with badges all over it and Ace embroidered in big red letters across the back. at least. ‘Terellion!’ ‘Terellion!’ the other guests shouted. she piled it on top of her head. but then again you never who you might bump into when you stepped out of the TARDIS. She paused only briefly: she was accustomed to the strange powers of the TARDIS. The bed was the least noticeable thing in Ace’s room. Terellion instructed the manservant to call an ambulance. ‘Sebaran!’ she shrieked. she picked up her latest toy. and went to find the Doctor. ‘What’s she staring at? I can’t see anything. he might land the TARDIS somewhere as cold as Iceworld. strode through the nearest doorway and found herself back in her bedroom.’ she told her reflection. she glowered at her reflection as she inexpertly applied the make-up. But she felt older and she thought she looked a bit older: perhaps she was eighteen or nineteen.’ he said. She would know better next time and. She was growing up. She had found a daring little bikini made of animal skins. she told herself. as she had expected. how am I supposed to find anything to wear? I’m off. She pouted her full lips. perhaps — on the inside than it looked from the outside and it played the same sort of tricks with time. it was bigger — infinitely bigger. Ace wasn’t exactly sure how old she was anyway: it was a long time since she’d blown herself up in Perivale and found herself on Iceworld. It might be a scaly alien with tentacles or a bit of all right like that Robin Hood on the telly. an autofocus zoom camera.

Ace. OK?’ The Doctor looked smug. because the TARDIS’s corridors were well equipped with food dispensers. however.’ ‘Sorry. His face contained his character: intelligence and cunning in the sharp blue eyes. Professor. She hadn’t used many of the cards: she had given up when she started limping.’ Ace let her arms fall to her sides. they just sort of crept in while I wasn’t thinking of anything else. ‘It’s rude to listen in. Professor? Better than the usual gear. Ace never ceased to wonder at herself. a pencil and a pad of graph paper: she had turned back when she had run out of paper. ‘The TARDIS materialized like this when I landed on Earth. The intelligence knew immediately than the others were unlike itself. she rarely ceased to enjoy it. And if we land anywhere near sodding Perivale. checking the controls again. ‘I think so. then. ‘You must be able to remember police telephone boxes. the others who were also intelligences but were unlike. he was uniquely the Doctor. Ace. ‘A very good choice of garments. and laughter in the crow’s feet next to them.’ the Doctor would say in exasperation.DOCTOR WHO — TIME LORD ‘Beauty of Bath. ‘You what?’ ‘Beauty of Bath. ‘You what?’ A sudden thought occurred to her. scratched his head and then raised his eyebrows.’ After a final laboured surge. She spread her arms and pirouetted to draw the Doctor’s attention to the clothes she was wearing: exactly the same kind of clothes as the Doctor had seen her wearing hundreds of times before. the intelligence was suffocating.’ Ace said. The intelligence mentally curled itself into a ball and crept into a corner. determination in the jut of his chin. ‘Oh no. concern and responsibility in the furrows across his forehead and alongside his mouth. It was drowning. yes. overwhelmed by the others. The intelligence feared that it had been asleep for a very long time. the time rotor subsided and remained still. weren’t they? Anyway. On her next attempt she had dispensed with the provisions. travelling through time and space with an alien who looked like a funny little man. which had been terrifying enough. size and appearance of a police telephone box: a rectangular. they were before my time.’ The Doctor’s smile broadened. It had been asleep. I thought the whole point 11 . or had been woken. are we? I can’t stand much more of the late twentieth century. If the intelligence had any conception of an afterlife. one of my favourite apples. Ace. all right? Anywhere else is better — and stop looking so pleased with yourself. it was their contents that were unbearable. It ripens early and has a fine ruddy colouring.’ ‘Like I keep telling you. touched a few buttons. it would have thought itself in hell.’ Ace smiled and shook her head. ‘Well I’m not. None the less it had tried to make contact.’ the Doctor said gravely. it did so in the unassuming shape. The trauma had almost finished it: the intelligence had been unprepared for such swirling. disordered thoughts. We’re not going to Earth again. dark blue box surmounted by a flashing blue light. In themselves. Now it had woken. but she had taken a portable computer with graphics software and enough memory cards to store the architectural plans of every building in London. He turned to look at the console. anguish and desolation. ‘What do you reckon on this clobber then. ‘How about —’ he ran his finger down a flickering display ‘— New Starhome?’ ‘Is that where we’re going?’ Ace asked sceptically.’ said the Doctor. ‘Most people are happiest in their own era. Ace. *** On a couple of occasions Ace had tried to map the interior of the TARDIS. but then again.’ said the Doctor. alien. fear. How much of her thoughts had he read? ‘Don’t do that!’ she said crossly. He straightened with a grin. Time Lord or gardener. The intelligence had little concept of any emotion yet the thoughts of the others consisted of almost nothing but pain. ‘New Starhome it is! Shall we take a stroll?’ *** The intelligence was suffocating. the thoughts were little more than an irritation. I didn’t mean to.’ he began. but for how long it did not know. but then the others had started to arrive. And I rather like the idea of being seen as a gardener — it’s an appropriate analogy in a way. At first it had been alone. eh?’ ‘Eminently suitable. I’m not setting foot outside the TARDIS. Her conclusion was: the TARDIS was mega-huge and there wasn’t much point in wasting any more time exploring because the Doctor could rearrange it anyway. ‘Yes.’ the Doctor said.’ Ace could feel herself blushing. The first time she had set out from the control room with a rucksack full of provisions. frowned. ‘We’ve landed. So she could never quite become accustomed to the fact that when the TARDIS materialized in physical form. ‘Er. Doctor. The others continued to arrive.

of course. I wonder?’ ‘Earth’s future. Anyway. 12 . which way?’ Shaking her head. The square was paved with pale marbled flagstones and the surrounding buildings were faced with dazzlingly white plaster. It’s not Earth. New Star-something. It doesn’t work. it’s like you said.’ he said. ‘If you like. ‘Well. And?’ Ace looked up at the sky. Look at these buildings. But she could never resist a challenge. glossy pelt that seemed to shimmer with shades of emerald and aquamarine. Ace poked her head round the exterior door and saw that this time the battered blue box had landed in more congenial surroundings than was often the case. I suppose it’s because they look like green monkeys.’ the Doctor said in a tight voice. ‘Mmm?’ The Doctor looked at her. was peering from side to side and lost in thought.’ ‘More like a green panda.’ she said. but whose future.’ ‘A minor malfunction. that bloke grinning down at us from all those posters looks like an ordinary human. ‘There you are at last.’ ‘A bit of a chance?’ ‘Yeah. but I’ll bet he pretends he’s just admiring the town planning. ‘The chameleon circuit is a very sophisticated piece of technology. Doctor?’ Ace whispered when they stopped an arm’s length from the creature. Doctor?’ she said. if you ask me. I’ll get round to mending it one of these days.’ she said. Ace turned and closed the door. It was turquoise. ‘He’s being kept as a pet.’ Ace said. ‘Where to. coming to stand beside him. But was it before or after this.. Two wide avenues and several narrow alleys led from the square. Interesting architecture. ‘Are we playing another guessing game?’ she said. Ace. I seem to recall.’ ‘I might have guessed you’d get lumbered with a prototype. So we must be in the future. He was staring angrily at the chain that connected the gronkey’s collar to the circular handle of the door. isn’t it?’ ‘All right. The TARDIS had materialized at the corner of a courtyard. squinting at it through the viewfinder of her camera. ‘You can tell by the shape of the doors. it’s called. ‘What do you make of the place. but Ace could see as she followed the Doctor’s cautious approach to the portico that the creature was covered with a dark.’ the Doctor would say. meanwhile.’ Sometimes Ace suspected that the Doctor didn’t have the first idea how to fix the chameleon circuit. The Doctor.’ He stared into the gronkey’s deep unblinking eyes until Ace nudged him.’ ‘Does it matter?’ ‘I rather think it might. Street art.. are you sure the natives are human? What about that chap under the arches?’ The Doctor’s gaze followed Ace’s pointing finger. ‘Don’t dawdle. Ace thought. Ace. isn’t it?’ ‘New Starhome.’ the Doctor muttered. does it? Everywhere we go the TARDIS sticks out like a Dalek at a peace conference. as if they had never had this conversation before. The Type 40 TARDIS was the first in which it was fitted. Professor. she thought.’ The Doctor winced. standing back to view the TARDIS against the white. hooked the handle of his umbrella through the strap of her rucksack and pulled her stumbling out of the TARDIS. ‘but in essence you’re near enough. pillared terraces. had found the first sign of life. Ace. ‘You know. middle-aged man. in the centre of the square. that’s the question. ‘What is it. The Doctor swept past Ace. ‘It’s a bit of a blot on the landscape. ‘Professor! Oi. which the Doctor had left open. It was humanoid and stood upright. Don’t they know about spray paint? Guy I used to know could autograph this lot in half a minute. No one had been surprised to see the TARDIS appear: the square was deserted. I remember meeting one of these before. Ace. I suppose.’ What I like has nothing to do with it. I never seem to have the time. yes. ‘He’s chained up like an animal. ‘It looks intelligent. They’re taking a bit of a chance with all these white walls.DOCTOR WHO — TIME LORD of this materialization business was that the TARDIS blended in with its surroundings?’ ‘Quite right. or similar.’ ‘I hesitate to apply such gross simplifications to a complex transdimensional concept. and as it’s called New Starhome it must be a space colony. ‘Why doesn’t it say anything?’ The Doctor didn’t reply. ‘Come along. There was a slang name for them. Ace. The gronkey didn’t so much as twitch as the shutter clicked. Gronkeys. ‘The inhabitants are human.’ The Doctor stroked his chin as he peered up at the giant pictures that stood on the rooftops. anyway?’ he said. If you’re into neo-classicism. He doesn’t know which way to go.’ ‘Very good. At other times she thought that he’d become accustomed to the police box shape and enjoyed the consternation his craft caused wherever and whenever it appeared. A small figure was standing in the shadows beneath a pillared portico. Each showed an identical image: the smiling face of chubby. With no sign of fear its huge black eyes watched the time-travellers approach.’ ‘I wonder. that was it.’ the Doctor said. We’ve got to go.

But it was surrounded by the others. good morning. Suddenly it was aware of another: another whose thoughts were not chaotic. eh?’ He gazed at Ace in awe. warmth. ‘So today is Independence Day?’ he asked. Listen. old chap.’ Ace still didn’t like him. a green sash was looped over one shoulder. Hortan Velid’s home town.. another who was full of confidence rather than fear. ‘I didn’t realize one of you was.’ ‘Happid. You’ve been misinformed. Green. even though some were green and remained stationary whereas others moved and were sometimes other colours. are we. creator of our planet’s destiny.’ the Doctor said. Ace hurried to catch up. ‘I must apologize for my young friend’s abrupt tone. the other was saying. It had no vocabulary to describe the things that appeared. isn’t it?’ ‘Er. From the tempests of anguished emotion that were the thoughts of the others. We had hoped that we would have the honour. recoiled from the intelligence.DOCTOR WHO — TIME LORD ‘Snap out of it. He is a great man. too. it would have struggled against the hallucinations. If the intelligence had been one with its brood-fellows. architect of our independence. Among the green there were smaller things. From Earth. Ace was incensed: she hated being wrongly accused. ‘Earth technology. raised his hat and strode towards the man. The visions were like the input that the intelligence used to receive from the machines. ‘Oi.’ The Doctor leant forward and tapped the camera. mate. The other was speaking and. It was green. Who’s the bloke in the picture?’ Yorovan Happid was shocked. Under his arm he was carrying a placard on which was a smaller version of the posters that overlooked the square. ‘Yorovan Happid.’ Happid said. although the intelligence somehow knew that the message was not intended for it. but the thoughts of the others were incoherent. the hallucinations offered some respite from the relentless torture. ah. too. The intelligence had come to realize that its probings increased the fear of the others. 13 . the intelligence plucked recognition of the things in the visions. glancing at the sky. it would have drawn on the brood’s strength to drive out the madness. unless we hurry along. *** ‘You young people! Stop teasing that gronkey!’ The voice was perfunctory rather than angry.. I don’t want to miss the signing.’ he said. and he noticed her camera.’ he said.’ Ace glanced up at the clear turquoise sky and froze.’ Ace continued. ‘Good. were hallucinations. his voice shaking with emotion. ‘We’re just having a look. mate!’ she yelled. She’s from Earth.. ‘Celebrations? I thought you were off to a demo.. he showed no sign of interrupting his progress. drowning in a storm of the others’ terror and agony and hopelessness. ‘Of course! You’re a reporter. it understood the meaning. The intelligence had understood very little of what it saw in its visions. Having reprimanded Ace and the Doctor. it had retreated into its hallucinations. The others.’ the Doctor said. the visions. but the ceremony had to be held in Central City. the intelligence had assumed that it was going insane. some of them moving: the intelligence was adrift in a vision it no longer tried to understand. Even if it had been alone. He was wearing a white tunic and white trousers that together had a faintly military look. He held up the placard and stood to attention with the poster’s genial face next to his own. The most permanent thing in the hallucinations was known to the others as a colour. Everyone will see it on live hologram transmission — everyone except us. But the machines no longer functioned and no input was possible. we’ll get you out of this.’ ‘Doctor. ‘Great shot for our viewers back home. quite amazing. ‘You’ve come to the wrong place. Ace turned to see a middle-aged man hurrying across the square. disorganized and so full of pain that the intelligence recoiled as soon as it made contact.’ *** When the visions had started. This is the town of Pax.’ the man said. ‘Remarkable how they’ve managed to miniaturize these holovid recorders. ‘Footsteps: someone’s coming.’ Happid said. and the words that went with the things. the Doctor looked round. endless green. ‘We’re not teasing it. You’ve come a very long way to holovid our celebrations. living things. ‘Now I really must get along. ‘this is Hortan Velid: our governor and leader.’ she hissed. I mean I didn’t see that the young lady was with her er. Professor. all right?’ The Doctor smiled. ‘Thanks. therefore. She clutched the Doctor’s arm. you can hear the crowd cheering.’ Ace lifted the camera and snapped Happid and his placard.’ she said. The intelligence would have liked to interrogate the others to acquire more information about the things in its hallucinations.’ the man said. Pleased to meet you. ‘And my assistant’s name is Ace. young lady. The intelligence knew that the others recognized the things as having life. my dear. ‘Is the ceremony taking place here?’ ‘Unfortunately not.’ The Doctor had been making a few deductions. The man stopped.’ ‘Quite all right. Don’t worry. ‘This.

’ Terellion said. on this morning of all mornings.’ Happid boasted. ‘Doctor Sendet’s an old acquaintance. Tomorrow we’ll be free. I’m not pickled in nirvana and I don’t believe in ghosts.’ the Doctor murmured. ‘It’s just twenty-five milligrams of noctidrine. Ace. I think this woman saw something last night and I’m going to find out what’s going on. ‘Is this really necessary. And he was making a scene. stepping forward and then leaning back to avoid Olberan’s scalpel lunge.’ he said. who stopped him. ‘Not many as good-looking as you on the Rim worlds. Tell him you trust me. Olberan had insisted on visiting the poor deranged woman.’ Doctor Sendet advanced hesitantly and this time it was Terellion. bearded friend could do with a shot of this stuff. ‘Perhaps your big. ‘There’s been so little bad news lately. Olberan.’ Sendet lifted his eyes to the ceiling in despair. ‘She’d be all right if only you’d let her wake up. who smiled weakly. He’ll do what’s best for Marna. ‘Can’t you talk some sense into him. ‘Now that is interesting.’ Terellion smiled encouragingly. The nurse exchanged a long-suffering glance with Terellion. Doctor.’ he explained. ‘A mild tranquillizer.’ Olberan said with a grin.DOCTOR WHO — TIME LORD ‘Doctor! Over there! Vapour trails! Are they missiles?’ The Doctor studied the fine parallel lines that streaked the sky. Sendet held up the hypodermic plastigraft. ‘They could be.’ It was true that Terellion had known Doctor Sendet for years.’ The Doctor seemed almost disappointed. give Marna the shot.’ ‘You might find that those last two statements don’t necessarily go together. Don’t come near her with any more of that stuff. ‘No trouble of any kind?’ he pleaded. ‘She’s coming round. It’s one of the terms of the treaty. somewhat half-heartedly. he was the senior consultant in the second-largest hospital on New Starhome.’ Sendet tutted impatiently and indicated the moving line on the screen above Marna’s head. ‘If she woke now. are we going to watch this independence ceremony?’ ‘I never find flag-waving as uplifting as it’s cracked up to be. where would you go if you’d just seen a ghost?’ *** Olberan was being difficult. He lowered his hands. ‘Come on. that’s all. ‘I just want to talk to her. the holovids have been reporting stories about people seeing ghosts!’ ‘Ghosts!’ the Doctor mused. Sendet applied the plastigraft pad to the sleeping woman’s arm and almost immediately the line on the screen became less jagged as Marna’s breathing deepened. If Senator Terellion says it’s OK. ‘That thing’s giving me the creeps. She fluttered her eyelashes. when he had seemed eager to put her under a general anaesthetic for reasons that she had assumed were unprofessional. or part of it at least.’ he repeated doggedly. He had positioned his powerful body in front of Marna’s bed.’ Happid said. Barnan?’ she said.’ Terellion nodded.’ Doctor Sendet sighed and drew his hand across his lean face.’ he said. Terellion had done everything she could to avoid a scandal: she had had Marna driven to the hospital in one of her own limousines and she had booked the most expensive suite of rooms for Marna’s sole use.’ Happid shouted over his shoulder as he bustled away to the edge of the square.’ she said. she would still be in shock. ‘You brute!’ she said. Olberan seemed mesmerized by her eyes.’ Sendet whispered. then turned into an O of surprise as the burly off-worlder pulled her close and kissed her. ‘Marna looks so peaceful already. ‘The electromagnetic pattern is still very erratic. ‘It’s all right.’ The gronkey was still staring fixedly at the Doctor. Ace began to feel uncomfortable. ‘But I assume everything’s been peaceful and orderly so far?’ ‘Peaceful? Better than just peaceful. the symptoms of hysteria 14 . She rested her hand on his brawny arm and looked up into his glittering blue eyes. ‘Go on. a ploy which she usually found effective. Terellion? Tell him you’ve known me for years. his left hand was curled into a fist and in his right he was wielding a scalpel. she didn’t entirely trust him. why’s she been out all night?’ Olberan demanded. They’re on a trajectory for space. But since the last time she had consulted him. Nobody’s going to get in my way!’ Sendet and the nurse launched into a stumbling explanation of the effects of shock.’ ‘If it’s so mild. Doc. ‘All the Federation ships will be gone by midnight. ‘You keep your damned drugs away from me.’ ‘So where shall we go?’ ‘Well. She was surprised to find that she felt disappointed. We’ll have our own police force. Now. Olberan released her. ‘I heard that!’ Olberan roared. it’s OK with me too. As soon as Terellion stopped struggling. ‘New Starhome’s the most contented planet you could wish for. Terellion’s smile widened. ‘but they’re not aimed at us.’ ‘That’ll be the Federation fleet. ‘None whatsoever. dragging herself from Olberan’s gaze. None the less.

its walls lined from floor to ceiling with wide. Ace?’ *** In the basement of the hospital.’ Terellion shivered as the Doctor’s eyes swept the room and came to rest on Sendet. The bed. One of the drawers lay open: inside it was a still figure covered with a grey sheet. The little man raised his hat. that’s all. He pressed a button. ‘Doctor Sendet! Doctor Sendet! Emergency!’ the tiny loudspeaker screeched. ‘You mean. when neither of the two visitors appeared to recognize her name. Whatever it was.’ the Doctor replied. ‘I’m Senator Terellion Pang. Doctor?’ Terellion said. ‘Would you mind explaining yourselves?’ ‘Sorry. ‘Sendet’s been giving her shots all night. Appearances can be deceptive. The flickering line was almost flat. ‘It’s noctidrine. Olberan burst out laughing. ‘I’m the Doctor.’ Olberan growled.’ The Doctor glared at her. Doctor: that was no pink elephant she saw. I’m Olberan. He saw the plastigraft pad and sniffed it. The hands. Don’t you think you should do something about this?’ He pointed to the screen above Marna’s head. along with the machinery and screens arranged around the bed-head. But I was there.’ the Doctor added. ‘An acetyl choline replicant in a slow-release base. ‘Kindly explain yourselves.’ the young woman said. ‘but he is the Doctor. ‘She’s had a traumatic shock.’ ‘I think it’s time we had a talk. ‘She’s sedated?’ the Doctor asked. imprisoning the black radiance within. This is much more interesting than flag-waving. and saw the ghost of her husband. ‘The patient is Marna Grard. however. Who’s the patient?’ Sendet was the first to speak. ‘Twenty-five milligrams. Sendet gave him a filthy look. ‘That’s what I call an air-bed. Report back as soon as you see any change. After all these years of civilization. Olberan merely glowered at them. Sendet stared at the screen and swore. floated free of the wall and the nurse propelled the entire complex towards the doorway with one hand. nirvana can be a dangerous substance.’ The Doctor and Ace shook his out-thrust hand.? There have been rumours. ‘Do you mean she’s dead?’ Olberan snarled. ‘This is Doctor Sendet. He pressed a button on a pad strapped to his wrist and lifted the device to his lips.. isn’t she. ‘This is the Doctor. ‘Shouldn’t we follow him. ‘Marna’s going to be all right. ‘You wouldn’t get one of them on the National Health. Who’s the patient?’ Terellion decided it was time to exert some control.’ Sendet said firmly. ‘Perhaps. I’m sending a patient now!’ He turned to the nurse.’ Sendet stammered. 15 . trembling with the cold. ‘Hallo. it sent her crazy. ‘The question is.. Sendet ran from the room. Doctor?’ Terellion said.’ the Doctor and Sendet said in unison.. ‘Intensive care!’ he barked.’ The Doctor shook his head slowly. He frowned.’ he said.’ Ace said. She frowned.’ she announced. you’re the doctor. unless I’m mistaken.’ he said.. Nirvana can do that to you. in the quantities Marna was taking. ‘I’m the doctor.’ Ace said.DOCTOR WHO — TIME LORD and the impossibility of ghosts. deep drawers.’ ‘Is it?’ the Doctor said. I’m Ace. pushed the drawer into the wall.’ Sendet smiled nervously as the nurse flicked up two switches at the foot of the bed. unsteady hands pushed together the two halves of a metal sphere. ‘I see. Terellion stared at them. mate.’ he said.’ Olberan clenched his fists. by the way. Olberan. isn’t it. uninvited and unannounced. ‘Possibly very wise. ‘and. ‘Doctor Sendet to intensive care immediately please!’ Without a word. Who’s the patient?’ Terellion mechanically shook the young woman’s hand. touching his fingertips to Marna’s temples. Get a berth ready immediately. will anyone see her ghost?’ Terellion gasped.’ ‘So can some of the cholinesterase blockers.’ ‘Hi. his lip curled disdainfully. and five pairs of eyes watched until the doors had closed again and Marna had floated out of sight. Well. senator. The gloom in the long chamber lightened a little. The doors opened silently as the bed approached. the nurse and finally Sendet turned to follow her gaze. ‘Take this patient to IC and administer a slow drip of eserine compound. The room was a morgue. ‘She had a skinful of nirvana last night. Terellion thought. extending her hand. An oddly dressed but alert little man and a tough-looking young woman in a black jacket had joined the group and were avidly listening to Sendet and the nurse. ‘It’s too late. Terellion found herself favourably comparing the big off-worlder’s commanding silence with Sendet’s oleaginous appearance and verbosity.’ the Doctor said. ‘Oh yes. ‘I rather think Marna could do with a second opinion. ‘It was too late before we arrived here. Terellion was about to step in to prevent an argument when the device on Sendet’s wrist began to bleep alarmingly. I’m beginning to fancy a bit of rough trade! Terellion was the first to notice that visitors had arrived.’ he spluttered. Terellion fought back her tears and an urge to smooth Olberan’s furrowed brow.

but the New Starhomers are ecstatic at the prospect of new prosperity and strength. can move fast enough to dodge the bullets: the Doctor falls and is surrounded. and although he is clearly worried and in awe of the senator he insists that she must submit to a course of medical treatment. Ace rescues the gronkey and returns to the hallway to see the Doctor caught in the ray from a guard’s gun. not a prison. Sendet visits her. Terellion agrees to go quietly. has been found to give off dangerous radiation: he bans it and claims that certain senators knew about the danger but had hushed it up. In an operating theatre. Terellion agrees. There is very little available. Ace cannot believe that Terellion is one of the senators who hushed up the danger of starjade. The Doctor seems particularly interested in gronkeys and starjade. where she finds an epaulet that she tore from the shoulder of one of the night-time intruders. the cream of New Starhome’s youth. but Olberan wants to confront the officials who arrested Terellion.’ There was something hysterical about the nervous laughter that followed. Velid declares that the malefactors will be brought to justice. During the night there is an attempted break-in. Velid makes two further announcements. Olberan adds that when he was last on the planet. we’ll have to build an extension. a fact which the Doctor seems to find significant. Ace and Olberan return as the Doctor is explaining that starjade has unusual properties. Sendet gloats about her defencelessness and then places a metal globe above her head. ‘If we carry like this like this. who wheel in the lifeless body of the Doctor. the North Continent was known only for its beaches and that the interior was ignored. The next day the Doctor. Velid’s first act as president is to dissolve the senate and give himself emergency powers to rule until new elections can be held. saying that there is still plenty of the South Continent to exploit and that many of the islands of the archipelago have yet to be visited. The Doctor disapproves of his strident nationalism. The Doctor recognizes it as part of the uniform of the Starhome Guard. Sendet scans the Doctor’s body and is amazed to find that the Doctor is not human. The servants say that she has been arrested. disturbed by the holovid news. seem unnaturally strong: they smash their way through locked doors with ease. Terellion is in a featureless cell. however. dark green mammals and the emerald-like stone come from the North Continent of the planet. he says. whose name was Sendet. and shows him her gronkey and her collection of starjade jewellery. Olberan goes to see Terellion. which has remained largely unexplored throughout the centuries of human settlement because of its inhospitable tropical climate and its lack of mineral resources. He tells Ace that even now Velid would not dare to incarcerate the glamorous senator in an ordinary prison. which Ace foils. Olberan produces an old hunting rifle and opens fire at them. He doubts whether anything interesting or worthwhile could come from the North Continent. but starjade is pretty enough: she says that Marna was wearing starjade when she saw the ghost of her late husband. She finds the gronkeys a little disturbing. confused and angry. Almost as afterthoughts. Ace produces nitro-nine with which she intends to blow up the guards. His expedition was a disaster and most of the explorers died. SYNOPSIS OF SUBSEQUENT EVENTS Reluctantly. And now that they are the planet’s official police force. but when a nurse brings her food she realizes that she is in a hospital. The Doctor urges flight. he suggests that they break into Velid’s villa in Pax. If she refuses. He is about to open it when he is interrupted by a squad of guards. but Olberan reminds her that the gronkey could be hurt in the explosion. The Doctor falls lifeless to the floor. In place of the Federation Security Corps. telling the Doctor and Ace to escape while he holds them off. The Doctor and Ace accept Olberan’s invitation to stay the night in the house he has rented. he says. He tells Ace that the Doctor is finished and that their duty now is to find and rescue Terellion. Terellion invites the Doctor to her palatial home. They escape in his speedpod. Velid then bans further exploration of the North Continent. Olberan returns. Terellion begins to admire Olberan and trust the Doctor. but despite the obstruction of the librarian — only increased by Olberan’s brusque manner — Ace discovers that Hortan Velid’s first claim to fame was as the organizer of one of the earliest of the expeditions to the North Continent. The guards. they are carrying weapons. Terellion’s mansion has been broken into and the senator is missing. The crowd acclaims his decisions.DOCTOR WHO — TIME LORD ‘Another guest in the hotel. Among the few survivors were Velid himself and the expedition’s doctor. he invests his own paramilitary organization. 16 . befriends Olberan’s pet gronkey and wanders into the garden of Olberan’s house. which he says has for too long diverted the attention of New Starhomers from the crucial tasks of building the planet’s economy to compete with that of the Federation and other independent planets. she will be tranquillized and treated anyway. the Starhome Guard. Ace. and Terellion explains that both the friendly. Starjade. with the responsibility of policing the planet. These uniformed giants. Ace and Olberan visit the Pax library to gain information about the North Continent. The Doctor’s reassurances are interrupted by the arrival of a squad of Starhome Guards. Ace and Olberan watch the live holovid broadcast of Velid’s appointment as president of newly independent New Starhome. a hover-vehicle.’ whispered the owner of the hands. Olberan grabs the grief-stricken Ace and pulls her to safety. she is strapped to a table.

Ace’s gronkey reaches forward. Terellion fights back tears as the guards zip up the bag. but Ace will not be deterred. then it is likely that the Doctor. is determined to go to Central City. He found it a very miserable reservoir of mental energy. The Doctor asks Ace where she’s driving to. is not dead. Ace realizes that if they are merely stunned. The Doctor sits up. Terellion overhears Sendet making a telephone call. Terellion. but she cannot find a way to access them. holding his head. after a rough start. She puts the wheel in her rucksack and. points to Olberan. outruns the guards’ pods. which he wheels into the space between the guards. which he says might be dangerous. envelops the Doctor. announces that the transfer has been successfully completed and calls for guards to put the Doctor’s body into a disposal bag. and runs with it to the speedpod. but Ace remembers the security code that Olberan used and finds that it unlocks the door. Sendet closes the metal sphere. agrees. says that is an excellent reason for going there. but the other party seems unsure what to do next. The Doctor smiles and nods. Terellion watches aghast as the shroud of dark light withdraws into the globe. Dark radiance from the Remote Globe. leaving the Doctor’s body pale and unmoving. but he was able to escape from wherever the globe took his life-force. tells the Doctor he knows too much and orders the guards to kill him. grabs the trolley.’ With Ace at the controls the speedpod. but refuses to let her follow Sendet to safety. and seems pleased when she says she’s going to the North Continent. but Sendet tells her that the Doctor is alive. and gives a thumbs-down sign. shouting over her shoulder for Olberan to stop shooting and follow her. This forces Olberan to accompany her. The Doctor explains that Sendet was right: he is a Gallifreyan. and not a moment too soon: as they return to the speedpod.’ she says to the blustering Olberan. which is what he accuses Sendet of trying to create. he manages to disarm one of the guards and use the captured weapon to gun down the remainder. Ace finds no sign of Terellion nor anything else of interest in the sumptuously furnished bedrooms. too. Olberan volunteers to descend into the cellars. He was glad to get away. Ace steps into a small circular room: it is a lift. not a human. and eventually decides to leave by herself. Ace opens the door at the other end. installed at the controls of the speedpod. The door is locked. He and Ace must search again. The trolley trundles along the ray-filled corridor. He is asking for instructions. steals Olberan’s blaster and hands it to Ace. It is only thinly guarded. she reviews the astonishing contents of Hortan Velid’s confidential files. he stresses. After telling Ace that using nitro-nine will attract too much attention. Terellion and Olberan are appalled. is about to move on when the gronkey demonstrates that the computer terminal is portable by lifting it out of the desk. He gives the trolley a shove and throws himself flat on top of it. There is a computer terminal set into a desk. Olberan tries to curb her optimism. but he insists that Terellion must be on the premises. hearing footsteps. ‘Move over. She takes the lift to the basement where she steps out into a dark room that is furnished as a study. The Doctor. the guards round the villa begin to stir. Terellion watches helplessly as the metal sphere is moved above the Doctor’s head and spilt open. A senator has almost been murdered. Olberan reports that he has found nothing. Sendet tells Terellion that the globe is draining the Doctor’s life. She is sure that if the senator is imprisoned in the building. explosions and blaster shots. She finds the entrance to it in the corner of the master bedroom. Sendet moves the sphere towards her and she screams. The Doctor says he can hear the cavalry coming and then everyone in the room is aware of approaching shouts. he says: he was surrounded by a crowd of unhappy and disoriented minds and he also found one extremely confused stranger. 17 . Ace catches the Doctor’s eye. Ace takes it and returns to the lift. and he is determined to make Hortan Velid aware of the injustices being done in his name. Olberan hacks into the security system to gain access to the grounds. not because she fears the globe but because the body bag is moving: it is being unzipped from the inside. They decide that the Doctor should be exposed to the Remote Globe. while Sendet escapes through another exit. Then she suddenly remembers that from outside the villa she saw a cylindrical turret. Ace disagrees. Ace sets up the computer and manages to turn it on. Ace reluctantly agrees to the logic of Olberan’s suggestion that they should split up to search the vast building. In the master bedroom. Sendet recovers his wits. sitting alongside Olberan. a gothic folly rising from the modern edifice. The Doctor frees Terellion. a ball of blackness contained within the sphere. Hearing Olberan approach. Olberan. She curses herself for her stupidity and urges Olberan to make for the hospital with all speed. and therefore able to withstand the life transfer. The guards take up defensive positions in the doorway. It was a struggle. she will be found in the cellars. ‘I’m driving this bus now. she conceals the computer. He is outraged and wants a showdown. He comments that he has just had a remarkable experience that he wouldn’t recommend to anyone. Ace finds the computer’s memory store in the form of a wheel of microcircuits.DOCTOR WHO — TIME LORD Terellion accuses him of complicity with murderers. Inserting microcircuits at random. because the North Continent is now out of bounds. who still has the rescued gronkey with her. however. Velid’s villa is even more grandiose than Terellion’s mansion. he says. Rambo. and sends Ace. Sendet is stunned. Instead he pushes her into the lower part of an equipment trolley. upstairs.

she says. Olberan and Terellion refuse to be trapped inside the tower and would prefer to take their chances outside. in Pax and all over the South Continent. The interior of the ship is damaged and the Doctor concludes that it made a forced landing on the planet. The expedition of which Sendet was a member found the tower and the source of power it contained — power for which the expedition’s paymaster. He adds that Velid’s computer records contain references to a fortified camp in the North Continent. Ace points out that the guards don’t need reinforcements. Ace says there is nowhere to land but in the clearing. saying that they should all see the terrible truth of the basis of Velid’s new order for New Starhome. and not of human design. Arranged in groups across the clearing are modern domes and huts. Olberan points out that even if it is true. He points towards the jungle: there is a strangely regular clearing. Olberan and Terellion catch up with the Doctor and Ace at the base of the tower. each face is a moving mask of abject terror and anguish. the little party struggles upwards through the interior of the ship. and from its roofs sprout aerials. the Doctor and Ace realize they are surrounded: pinned down by blaster rays. The largest cluster of buildings is next to the thin tower. and it becomes clear that the settlement is inhabited: small squads of Starhome Guards look up from their tasks. The Doctor replies by asking Ace to repeat the information she discovered about Velid’s expedition to the North Continent. The room is empty except for a pillar in the centre. The Doctor. The Doctor pats the gronkey’s head and explains that he has an assistant navigator. cannot be dissuaded from finding a way in. The guards advance inexorably. and its insides consist of a maze of wiring ducts and hydraulic systems. At that moment the gronkeys arrive! Running silently from the jungle. The clearing is obviously not natural. and surrounded. There are no doors. dishes and a thick cable that runs to the top of the tower. wave after wave of gronkeys swarm over the guards: they take horrendous casualties. it never entirely died. The Doctor concentrates and images begin to appear on the screen. Olberan protests that they are wasting time. aware that the unafraid other who joined it and then abruptly departed is returning in a way that the intelligence cannot comprehend. Ace brings the speedpod down slowly. Ace’s gronkey abandons her and flees into the jungle. it must be in the empty-looking nose cone. and she takes the speedpod down. Olberan alerts the others to the sound of approaching speedpods: Velid has found them already. however. Ace takes the little craft still closer. disarmed. Soon there are hundreds of faces surrounding the foursome. At its centre there is a tall. that in Central City. perhaps centuries before the first human colonists arrived. The Doctor navigates. Guards loom over the Doctor and Ace and take aim at point-blank range. and that the Doctor is taking them on a wild goose chase. one of which is overseeing teams of gronkeys. clearing undergrowth and digging trenches. was prepared to kill. thin tower: it is leaning and much overgrown with foliage. rooms or corridors. but the guards are overwhelmed. Hortan Velid. the guards close in. Velid’s opponents are probably being arrested and perhaps killed. Ace realizes they have reached a chamber that occupies the top of the tower. Ace remarks that her arrival couldn’t have been more obvious even if she’d radioed ahead. They pause at a hole beyond which they can see only a black void. He leads the way into the dark chamber. The Doctor says that they have been learning. as Terellion almost was. Prompted by the Doctor. Ace works out that the tower is in fact a spaceship. gangs of the creatures can be seen carrying boxes. The Doctor explains that although the ship has been there for centuries or millennia. Olberan and Terellion provide covering fire from the speedpod. She realizes that it is communicating with her telepathically: it is telling her that there is danger in the tower. the Doctor is worried because he can do nothing to stop the guards radioing for reinforcements and he says he and Ace must move fast. The apex of the spaceship is a circular chamber with a conical roof. While the Doctor and Ace run towards the tower. As the speedpod circles over the endless rain forest. They find a gap in the tower’s structure. Olberan leads Terellion in a rescue charge that proves futile and they are captured. Terellion weeps as she 18 . The two New Starhomers are amazed at the gronkeys. As they run from the speedpod. It seems that the dark green mammals have been pressed into service as labourers. Halfway to the tower. but the Doctor persuades them that they are safer in the old spaceship because Velid would not risk damaging the source of his power. windows. Ace’s gronkey returns to her and stares into her eyes. they could spend years failing to find it from the air. It looks like a ruined temple of a lost civilization. The wall is a blank screen. they can only await capture. staring alternately into the screen of the portable computer and the eyes of the gronkey. who have never previously shown any capability of organized behaviour. on which rests a black globe from which darkness seems to emanate. It is immediately obvious that the building is not an ancient stone edifice: it is made of metal. Ace says that if ruined spaceship contains anything important. Squeezing through the gaps between ruptured storage tanks and smashed electronic circuits. The intelligence becomes excited.DOCTOR WHO — TIME LORD Ace pilots the speedpod northward over a vast ocean and then over an equally vast landmass covered with jungle. As the craft lands. The gronkey in the speedpod becomes agitated for the first time. Above the globe is a metal hood suspended by a thick cable.

and Ace realizes that the Doctor’s stratagem is about to be undermined. Velid announces that the Doctor’s intelligence will be added to the pool of life forces within the globe. No one can stop him now. Ace’s gronkey leaps at Terellion. Ace disagrees. gronkeys were trained to clean the black globe chamber. Ace. and he will go on to conquer all the worlds of the Federation and beyond. whispering that he has known for some time about Olberan’s deception. With New Starhome completely under his control. but he adds that his plans are more far-reaching. such as that of Marna’s late husband. are confused. Velid complains that Sendet assured him that to touch the globe was to die. these gronkeys were in constant mental touch with their fellows in the North Continent. but have an easy life in the rain forest and therefore no need of permanent settlements or toolmaking skills. Velid is still smiling. followed by Velid. He speaks to the alien intelligence. picked up a mental signal from a nearby human. He tells the Doctor that he has never relied entirely on the globe’s power and has had agents strategically placed for years. but the Doctor restrains her. the new knowledge was instantly available to all the gronkeys on the planet. Now that he is president of the independent planet. None of this would have mattered but for the fact that gronkeys were being shipped to the inhabited South Continent as pets. and anyway dangerous for humans. and to protect the gronkeys by diverting attention elsewhere. such as Terellion’s for instance. but the Doctor says that there isn’t much point. The guards. The Doctor introduces the others to the intelligence — the only surviving member of the crew of the spaceship. Thus they saw the tortured images on the screen and became aware of the alien intelligence’s misery and confusion. Ace suddenly realizes how Olberan managed to break into Velid’s house so easily. Velid will crush all opposition. Whenever a gronkey. They communicate telepathically. Terellion and Olberan don’t understand: they know that the gronkeys are mere animals. such as Terellion’s guest Marna. Velid and a contingent of his superhuman guards are ascending towards the chamber. he has an almost infinite supply of human intelligences with which to feed the black globe. nothing happens. he says.DOCTOR WHO — TIME LORD recognizes acquaintances who have recently died. Olberan shrugs. 19 . deprived of the source of their extra strength. and why the tough off-worlder has proved to be such an ineffectual ally. hoping thereby to smother reports of people seeing ghosts. sparks flash from the torn cable. but the Doctor says that it’s just a ball. After a struggle in which Ace and Terellion prove a match for the unaugmented youths. and Velid knew that someone would start asking difficult questions. tossing the globe to Velid. saying that gronkeys are intelligent. Her gronkey leaps from her shoulders and swings from the hood above the globe. with no sign of intelligence. The Doctor picks up the globe again and concentrates. one of a species that has no corporeal existence and which lives as collective consciousnesses. He orders the Doctor to touch the black sphere. catch!’ he says. hands over the weapon and says that he had always thought Velid’s plan were too grandiose. His guards will be invincible. who turns the gun towards the Doctor. and therefore have the potential to develop very quickly if given the right stimulus. He glances at Olberan. the guards enter the room. Terellion starts to say that the Doctor has already survived one such attempt. Although they appeared uncommunicative. where it smashes into fragments. To Velid’s consternation. The Doctor tells Velid that the game is up. He pressed ahead with his campaign for independence. Olberan picks up a blaster and points it at Velid. On the screen. Velid has been able to use the accumulating power of the trapped intelligences to augment the strength of his guards and has campaigned for New Starhome’s independence to ensure freedom from Federation interference. The Doctor disagrees. With a burst of blaster fire. Velid ignores the interruption and the Doctor picks up the globe. Ironically it was Velid who provided the stimulus: once the enslaved gronkeys at the spaceship site had been shown how to use tools and had heard human speech. Because the spaceship was so difficult to enter. The Doctor says that Velid had started to make mistakes: the gronkeys had forced him to press ahead with his plans too fast. He congratulates the Doctor on the Time Lord’s correct assessment of the situation. The Doctor explains that Sendet has been draining the life from his patients and transmitting the life-forces from the hospital in Pax to the black globe. The Doctor’s motives had been to find out whether Velid had something to hide. ‘Here. seen by the gronkeys in the spaceship. Such sightings were occurring all over New Starhome. the gronkey could not help becoming a conduit for that image -and thus Marna saw the ghost of her husband. Velid catches it in both hands and slumps to the floor as his life force drains into the globe. that resonated with an image. She launches herself at him. distracting her. promising peace at last to it and to the hundreds of humans imprisoned with it: he drops the globe onto the floor. The screen goes blank. The Doctor. Voices are heard within the ship. The contraption crashes to the floor. a hideous alien figure takes shape. Olberan threatens to kill the Doctor. and he acted swiftly to ban starjade after the Doctor had planted hints that the stone might be responsible for the ghost sightings. including those working in the black globe chamber. Olberan and Terellion are held at gunpoint while Velid gloats about his victory.

it should be noted that a DOCTOR WHO story is often more than just a science fiction adventure cum detective thriller. NOTES The Necromancers is intended to be a fairly typical example of a DOCTOR WHO story. a DOCTOR WHO story often has a cliff-hanger ending which is resolved by a combination of the Doctor’s remarkable abilities and his companions’ resourcefulness. adopting the roles of the Doctor and his companions and allies. however. for instance. When you create your own DOCTOR WHO adventures using TIME LORD. it is not clear what the villainy is or who the villains are. DOCTOR WHO stories are often like puzzles: they have something of the detective story in them. aliens. They leave the spaceship and the Doctor’s point is demonstrated: the guards are returning to normal after the sudden removal of their augmented strength and everywhere across the clearing gronkeys have recovered the guards’ weapons and are rounding up the dazed youths.DOCTOR WHO — TIME LORD Terellion says that it was just as well the Doctor arrived when he did. but adds that even without his intervention the gronkeys were learning rapidly from humans and might well have proved to be a formidable obstacle to Velid’s one-party state. Depending on how it was written. foiling the villainy usually involves threats to the very life of the Doctor or. and telepathy. It is set in the far future and includes some standard science-fiction themes such as grounded spaceships. as well as the reader. you will find that the players will become even more involved in their roles and in the plot if they believe that their characters are fighting a realistic injustice or a believable evil. as is even more likely. will find themselves presented with inexplicable goings-on that will require investigation. A background theme of this nature is not essential. or on the corrupting influence of political power. As in The Necromancers . TIME LORD adventures will also show this form of construction: the players. as well as perhaps a certain amount of brute force. as well as science fiction. The Doctor. As usual. has to find out what is going on. to that of his companion. Finally. The Doctor agrees that it was a remarkable coincidence. the Doctor and his companion arrive to find themselves in the middle of a nefarious scheme. but it does help to add an element of realism and significance to a story that might otherwise seem fanciful or trivial. And as usual. Investigation usually reveals that the danger is far greater than was at first apparent. Like the best science fiction stories. 20 . its plot depends on the interaction of well-rounded characters rather than merely on futuristic technology. The Necromancers could contain a commentary on the evils of colonialism.

DOCTOR WHO — TIME LORD PART TWO Role-Playing: What It Is And How To Do It 21 .

Imagine yourself in this predicament. you breathe a sigh of relief. so the transmitter has to be destroyed. the message ‘COUNTDOWN’ flashes on the LCD. are marching across the flagstones towards the tower’s entrance directly below you. You flip open the compartment on the side of the black cylinder and press the buttons of the timer. but you tell yourself it is only the effect of the biting wind that you can hear whistling through the battlements and the rigging of the aerial. You look at your watch: six minutes to detonation. You press the red button. Actors who put on costumes and pretend to be heroes or clowns are engaged in real acting. As you hang by your fingers. Without the transmitter.DOCTOR WHO — TIME LORD Your fingers are trembling. If. you lift yourself over the parapet. two management trainees might be pitted against each other in a hypothetical setting. All of the role-playing explained so far involves an element of acting: the role-player moves and speaks in 22 . The above examples are at the two extremes of a spectrum. but just one slip. and you risk being blown to bits along with the tower. doctors and nurses. dramatic improvisation is useful in many other areas. with one playing the role of a personnel manager and the other that of a trade union official. There is time — perhaps just enough time — to clamber up the ladder and stop the countdown. the Kysarans’ Termination Fleet will be unable to make landfall. is usually so structured that it is unchangeable. and you have to decide now. according to the script. Real acting. In these contexts it came to be known as role-playing. His hands are manacled. In the twentieth century. hopes to project a fully rounded personality on stage. Ten minutes should be plenty of time to reach the ground and take cover in the alleys of the ruined city. Role-playing is semi-structured: the idea is to allow for spontaneity within a framework of rules. As the above examples demonstrate. If the Doctor is taken to the upper levels of the tower. mums and dads. just a few seconds’ delay. Perhaps you should continue with your plan. improvisation and role-playing are usually supervised activities bounded by a definite purpose and by rigid guidelines. they are play-acting. but nothing can be done about it now. as it is when an actor performs the dialogue and actions of a play. you have just taken the first step in role-playing! A BRIEF HISTORY OF ROLE-PLAYING Role-playing lies between play-acting and real acting. The Doctor’s diversion has obviously failed: the Kysaran advance guard could send the landing signal to the main fleet at any moment. Peering through the battlements. perhaps. This technique is widely used by actors today. After one final check of the crampons digging into the crumbling stonework. the imminent explosion will finish him. you start to descend. how might he react if he were in mortal danger? And what would he do if the threat turned out to be only a practical joke? The actor. yet they remain open-ended: the decisions of the participants decide the course of events. Actors were almost certainly the first people to use role-playing techniques. In order to understand the personality of the character he is representing. Lying flat on the slates you peek over the edge of the roof: two gigantic Kysarans. an actor imagines himself as the character in situations other than those that occur within the text of the play. As you prepare to jump down to the courtyard. You try to steady your racing heart and your whirling thoughts. You can already feel the thrill of victory: there is enough nitro-nine packed into this bomb to blow apart the top half of the tower. The Kysarans take him into the tower. gladiators. Between them they are dragging a prisoner: the Doctor. with one of the Indians refusing to be gunned down and accusations from the cowboys about cheats who don’t take their shots. Biting your lip. and most drama students are taught it. Every second counts. rescue the Doctor and get him clear before the blast occurs? You have to decide what to do. One final check: the canister is wedged securely against the control box of the transmitter and the timed detonator is functioning. Have you enough time to follow the Kysarans into the tower. the character blusters when threatened. hoping that the Doctor will be kept in the lower part of the tower and will survive the explosion. you see the courtyard below is deserted. When you reach the roof of the guardhouse. he appears to be unconscious. Play-acting is unstructured and the rules of play are made up as the game progresses: children’s games of make-believe often degenerate into arguments. on the other hand. your feet flail in the air until they find the first rung of the rope ladder. fighter pilots. The ladder that snakes up the tower above you is obvious evidence of an intruder. by imagining his character in such situations. A psychotherapist might ask a patient to imagine himself as someone else — his own father. you hear voices. such as psychotherapy and management training. it is known as improvisation. jump to the ground and take shelter in the nearby ruins. What would you do? Can you decide? You must decide! Have you decided what to do? You have? Congratulations. you have to hope that no one spots it during the next few minutes. When children pretend to be hunters. So are adults who put on airs and pretend to be more genteel than they are. anonymous in blood-red power armour.

is the ideal subject for a role-playing game. who was an actor as well as a playwright. It is possible to imagine Shakespeare. the game’s inventors wanted more: they wanted to be able to play the game at an individual level. DOCTOR WHO. and no definite objective except to create an adventure. uses exactly the same technique: Ace knows that if the bomb explodes the Doctor might die. the other participants thinking themselves into the roles of the characters involved. a private investigator or a modern infantryman. and a story produced by the interactions of the decisions made by the characters. and by the mid 1980s the hobby of playing games had become ingrained throughout the English-speaking world. Other role-playing games soon followed. Thus a gamer can play the role of an interstellar explorer. Role-playing games. the military set pieces were being ignored in favour of small-scale adventures in which a band of individual characters would brave the dangers of subterranean labyrinths. and they create a story between them. Many hundreds of role-playing games have been produced.DOCTOR WHO — TIME LORD character. with more than a quarter of a century of television stories that provide a mass of background details and a wealth of characters. Prince of Denmark — and then asked himself: what would Hamlet do when he realized that the funeral he was watching was that of his beloved Ophelia? Any novelist. They invented rules that allowed each player to make decisions on behalf of the individual characters in the game. were and are dominant within the hobby. and indeed any DOCTOR WHO scriptwriter. He would have sat. villains and monsters. television and films were an obvious source of inspiration for role-playing games and manufacturers were quick to produce tie-ins: a gamer can be a fictional spy in the game James Bond. and their simplified offshoots of gamebooks and computer adventure games. elves and goblins fought across a fantasy world. there was no board. there are three elements in role-playing: a structure of rules and motivations that are supervised by one person. Having created a wargame campaign in which massed battalions of model humans. a hobbit in Middle-earth. TIME LORD is a set of rules that enables a group of people to role-play the characters from the television series DOCTOR WHO: TIME LORD is the DOCTOR WHO role-playing game. dwarfs. It consisted of just three densely printed rule books. real life. he usually uses a set of established rules to control the session. The first and best known game was Dungeons & Dragons . 23 . or even one of the Beatles in a short-lived product entitled Yellow Submarine. but unless the transmitter is destroyed the planet will be devastated — what would Ace do? To sum up. quill in hand. and it became a cult hobby among teenagers and young adults on both sides of the Atlantic. each adopts a role. But its arrival coincided with a surge of interest in games of all types. a member of a starship crew in Star Trek. A group of friends gather together. The game reached Britain shortly after it appeared in the United States in the mid 1970s. But as any writer of fiction knows. Commercially available role-playing games and the hobby of playing them have a relatively short history. one of the group acts as the supervisor. The earliest editions of this game revealed its origins as a cross between swords and sorcery fiction and wargaming with toy soldiers. At first it interested only a very few people: it was. Books. sedentary exercise. soon. They tend to reflect the genres of popular fiction or. Dungeons & Dragons was born. a sword-wielding warrior. to give life to the individual heroes. no counters. To avoid chaotic disputes about who is permitted to do what. an unusual sort of game. role-playing can be a silent. thinking himself into a role — for instance that of Hamlet. generals and wizards who led the armies. to a much lesser extent. Role-playing has become popular as an entertaining pastime. after all. putting himself into the personality of each of the characters in his plays without leaving his writing desk.

along the lines of those linked series of DOCTOR WHO stories that last for an entire television season. which are used to provide a visual representation of the rooms and spaces in which the adventure takes place. Under this arrangement the players can talk easily to each other. too) the only equipment required is a supply of paper. Other equipment may be introduced at the referee’s discretion. The referee has a considerable responsibility. will be rare. roughly how long it will last. he will find his task relatively simple: he will be told how many players the adventure is designed for. for ever. The players take on the roles of the major characters. and what equipment. it furnishes a set of rules to govern the success or failure of the actions attempted by the characters played by the other players. DURATION OF A GAME A role-playing game need have no time limit. similar to one four-part DOCTOR WHO television story. meanwhile. There are also space constraints on participants. they have a solid surface on which to rest their notes and to write. for the use of the game’s supervisor (known in TIME LORD as the referee). If he uses a ready-made adventure. in theory. episodic epics. and they can all see the centre of the table. no other special components are required. First. One-off adventures. will therefore be usual. One of the most useful playing aids is a set of floor plans. will be required. It is also difficult to gather the same players in the same place at the same time over and over again. NUMBER OF PLAYERS In theory there is no maximum limit on the number of players that can take part. THE REFEREE AND THE PLAYERS The participants in a role-playing game are the referee and the players. and it is all that is needed apart from two ordinary six-sided dice. because ideally all the players should be seated round the same table. it provides background information and guidelines for creating adventures.DOCTOR WHO — TIME LORD KEY CONCEPTS IN ROLE-PLAYING GAMES THE RULE BOOK In most proprietary games. Even when an adventure comes to an end. but this takes time and requires considerable planning and some previous experience of the game. Apart from a copy of this book (which only the referee needs to have. among them the participants’ need for sleep and sustenance. maps. how long the game will last. pencils and paper to start creating and playing new adventures. how difficult the adventure will be to complete successfully. unending. the referee may choose to treat it as simply one episode in a longer story: the game can continue. quick-witted and resilient of referees. Once again there are practical constraints. and even models to help the players visualize the setting of the adventure. HOW A GAME IS PREPARED It is up to the referee to decide in advance how many players there will be. monsters and minor characters. The referee. inventive storyline. It is easy for the referee to create a one-off adventure and find a group of players that can get together for one or two sessions of play. It is more fun and more satisfying for the referee to create an adventure of his own. can see and hear all the players. EQUIPMENT The referee’s preparations and the imagination of the players are the most important extra components for a game of TIME LORD. such as the Doctor or one of his companions. a referee cannot be expected to come up with a continuous. Second. The function of a role-playing game rule book is twofold. the book of rules is only one of many components: a role-playing game often consists of nothing but a book of rules. or he can use one of several types on sale in games shops. TIME LORD works best with one referee and three or four players. This book is the rule book for the DOCTOR WHO role-playing game. pens and paper that are required for every game. each of whom controls one character. these can be drawn in advance by the referee. he administers the game. 24 . although the players will find it useful to have copies. The referee devises in advance the setting and basic plot of an adventure. with the referee at the head of the table and slightly apart from the players. where the referee may want to place diagrams. and whether he should provide any equipment other than the dice. such as the one in Part Five. if any. In any case there are practical difficulties: a game with more than half a dozen players will overload all but the most experienced. and he will have to prepare the adventure in advance of a game session. interprets the rules and plays the roles of the villains. pens and dice. although each adventure will probably be designed for a specific number or a set maximum number of players.

Those characters that are played by the referee are called referee characters.DOCTOR WHO — TIME LORD Miniature figures. If not. sketches and maps. their characters work as a team. exceed that which the players’ characters find out during the course of the game. Especially large groups can be catered for by bringing in irregularly appearing characters such as the Brigadier. the referee can provide maps and charts to help the players visualize the setting of the adventure and understand the relative locations of particular places. Floor plans and figures are particularly helpful. and the opposition is provided by the referee. Finally. the referee explains how a role-playing game works. true to the spirit of DOCTOR WHO. Suitable figures can be found at specialist games shops. If the players are familiar with DOCTOR WHO and TIME LORD. Such maps and charts can be as simple as a helpful scrawl. to both referee and players. their characters may end up hurt or even dead. which are used to represent the players’ characters. for instance. or as elaborate as facsimiles of the very maps that the characters retrieve from the TARDIS’s data store. but in nearly all cases the key to success for the players is co-operation. a group of two players might choose to play Jo Grant with the third Doctor. Many role-playing games manage to combine the two aims. of course. not about manipulating the numbers that are used to define his physical and mental prowess. Barbara Wright and Susan Foreman in addition to the first Doctor. if they succeed. can be placed on the floor plans to give an instant idea of the locations and relative positions of the characters and their opponents. When carefully painted. and the savage monsters or power-hungry aliens. A player will generally play either a generation of the Doctor or one of his companions — an ordinary person who has joined the Doctor on his travels. He gathers together a supply a pens. although the players will no doubt make their own notes. all are provided and managed by the referee. CHARACTERS Character is the general term used to describe any role that the referee and players of TIME LORD assume during an adventure: the Doctor. Apart from the crucial business of keeping their characters alive and functioning. The information provided in this way should not. his companions and even enemies such as the Master and the Meddling Monk are all characters. If the players fail. averting catastrophes and righting wrongs. the players co-operate to explore the setting and overcome the obstacles created by the referee. The players do not oppose each other. Captain Yates and Sergeant Benton. and makes sure that all the players understand their characters’ abilities and the basic principle of the TIME LORD rules: beat the difference. and character sheets. models. the game finishes when one of the players wins by eliminating all the other players. when a skirmish takes place during an adventure. The referee describes the situation in which the players’ characters find themselves at the start of the adventure: the game begins as soon as the players respond by telling the referee how their characters react. A role-playing game is different: instead of competing. minor characters and monsters. All characters have beliefs and mannerisms that make them unique. usually one for each character in the adventure. the players’ objective in a role-playing game is usually one of two types: in some games the main objective is to collect booty and slaughter opponents. those adopted by the players are player characters. He invites players. or by accumulating a predetermined amount of play money. Which characters are played depends on the adventure the referee has planned and on the number of players. It is suggested that players pick or are given companions who have travelled with the Doctor at the same time: a group of four players might choose to play Ian Chesterton. paper and dice. does not encourage the players’ characters to take part in looting and pillaging. Suitable groups are listed with the details of each Doctor in Part Four. TIME LORD. He prepares any other equipment that he thinks will prove useful to himself or to the players — for instance maps. TIME LORD adventures involve the players’ characters in solving mysteries. miniature figures of metal or plastic can be minor works of art and add immediacy to any game. and look forward to that relaxing holiday that the Doctor has promised them on Florana. HOW TO START PLAYING The referee devises an adventure or studies a ready-made adventure. The villainous plot or imminent disaster. The referee can also introduce characters he has created which a player can run during an adventure or even 25 . THE OBJECTIVE In most games the players compete with each other. the adventure can commence immediately. describes the background of the characters. Metebelis 3 or the Eye of Orion. pictures. while others are more like detective stories in which the players’ objective is to solve a mystery. to a gaming session. they can take satisfaction from a job well done. TIME LORD is about playing such aspects of a character to the full. scribbled quickly to clarify a particular question.

surrender to buy thinking time. A player who. so running away is always a good idea if the Daleks are still approaching. for example. should not be daunted by the character they are given. Yet conflict between characters should not be overlooked as a source of enjoyment: teasing or outright personality clashes are very much a part of DOCTOR WHO. made friends with a Chinese girl. This solution is recommended only for experienced players: the Doctor’s mysterious nature and erratic genius makes him difficult to role-play well — having five Doctors around magnifies the problem tremendously! New players. There are some basic tips to ensure your survival in a hostile universe: dodge and run! Most characters can out pace their pursuers. dodge everything unless you are very competent in close combat. Companions often make temporary friends during an adventure and these referee characters can temporarily become player characters to ensure that anyone who wants to play TIME LORD can be assured of a role. Role-playing is like acting: some people are good at it and others are appalling. so get involved only if you can get the advantages of surprise or numbers. 26 . In Delta and the Bannermen. The most challenging way of providing players with balanced characters is to allow each player to assume an incarnation of the Doctor and to play an adventure like The Five Doctors or The Three Doctors. TIME LORD is a game and is meant to be fun. Shou Yuing. is a member of the Territorial Army might be tempted to have his character fight any alien that was encountered: such behaviour would be accurate if he were playing Sergeant Benton but would be out of character if he were playing Victoria or Nyssa. This is the essence of a role-playing game. Such characters are ideal choices as new companions.DOCTOR WHO — TIME LORD carry on playing in future adventures. If the enemy is in strength. once they are on top of you. especially those who are unfamiliar with role-playing. in Battlefield and teamed up with her to find out what was going on. so a player who cannot throw himself into a role is hardly setting a precedent — in fact he is making an accurate contribution to the adventure! Players should use the descriptions of their characters provided in Part Four to help them imagine how they should act in a given situation. for example. The player should not act in the way he would ordinarily react but in the way he imagines the character would respond. Fighting is dangerous. Ace. in the TIME LORD game they can easily join the Doctor on other adventures. the Welsh girl Rachel — who had made motor bike maintenance a hobby — proved a useful ally to the Doctor. The enjoyment should come as much from playing a character well as successfully completing an adventure. Characters should co-operate with each other most of the time because teamwork is vital to the successful completion of an adventure. There are some splendid examples of bad acting in the television series.

there is no referee: the book controls the game. Within these limitations. Next to some of the abilities you will see special abilities. you will appreciate how these different ability scores affect each character’s actions. Musicianship (bagpipes) 1 Equipment: dirk (edged weapon. have been made. and Jamie. or run away. you will gain a good idea of how a game of TIME LORD progresses. Marksmanship 1 Size: 3 Weight: 4 Move: 3. or dance a reel. You will need two dice. If you play Switchback twice. Cheat Death 2 Control: 4. HOW TO PLAY Before you start you should choose which character you want to play. TARDIS 1 Determination: 5. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. however. the Highland piper. In a real game with a human referee. you will need to consult these character sheets while you play Switchback. As you play it. too. or play the bagpipes. Mountaineering 2 Size: 4 Weight: 4 Move: 3. Printed here are summaries of the character sheets of two of the Doctor’s companions: Tegan. Con 1. Acute Hearing 1. because there is no human referee to respond to the potential variety of your character’s behaviour. The important thing to notice is that the two characters have different ability scores: Jamie has a higher Strength ability than Tegan. and Jamie were to meet an unfriendly monster. First Aid 1. providing you with information about your character’s situation and prompting you to decide what your character should do. The use of these numbers will be explained in the course of the game. Striking Appearance 2 Equipment: laser cutter (counts as edged weapon. or anything else that you decide Jamie might do. Independent Spirit 1 Awareness: 3. Driving 1. your character will be offered only a few options. however. Cheat Death 1 Control: 4. you might decide that Jamie would attack. More significantly. Brawling 2. Jamie McCrimmon Abilities and special abilities Strength: 5. this extract from Switchback will introduce you to the concept of playing a character and to the basic rules of TIME LORD. There will be only one player — you — and therefore you will not experience the complexities that arise in multi-player games. Full details of these characters are given in Part Four on pages 84 and 76 respectively. but Tegan has a higher Knowledge ability. Acute Hearing 2. once as Jamie and then as Tegan. which also have numerical values. Alongside each illustration you will find a list of the character’s abilities. Edged Weapons 2. Marksmanship 2. Wounds 4) Make a note of this page number. Artist 2. In Switchback.DOCTOR WHO — TIME LORD SWITCHBACK A solitaire DOCTOR WHO adventure On the following pages you will find an excerpt from the DOCTOR WHO adventure Switchback. for instance. Wounds 4) Tegan Jovanka Abilities and special abilities Strength: 3. the Australian air hostess. This Switchback excerpt has been adapted to use the TIME LORD game rules. 27 . or pretend to faint. Each ability has a numerical value. paper and a pen will be useful. the possible actions of your character are almost infinite: if you were role-playing Jamie. The excerpt has been configured as a solo role-playing game: you will play the role of one of the Doctor’s companions. A few unavoidable simplifications. Running 1 Knowledge: 4. for instance.

The blaster inflicts 6 Wounds. It seems to have materialized somewhere. A ball of fire seems to engulf you. If the result is equal to or less than the difference. You turn a corner and see an illuminated cubicle that looks something like a lift. there is light ahead. Subtract the lower number from the higher. He has decided that he has to find out where the TARDIS has landed. Just so you know whether you are right. Subtract your Strength from 6. which is greater than your Strength ability: you are unable to withstand the assault on your nervous system and are thrown to the floor. and the control box cannot automatically control you in the way that it controls a Drekkar. so you can reach it. that you have wandered into a maze of corridors. Roll two dice. your body tries to recover. turn to Module 7. inert and unconscious. much to the Doctor’s surprise. you manage to switch off the time rotor. with an aching head and shaking limbs. You have taken 6 Wounds. You must try to work out how to switch off the dematerialization sequence. the light starts to pulsate. Your Knowledge represents. if not. you should have worked out that your ability is 5. If you would rather advance on it cautiously. Turn to Module 1. turn to Module 13. A shutter descends behind you. It has an Determination ability of 1. and you wait for the cubicle to start moving upwards or downwards. Subtract your ability score from the difficulty (6) of the task you are attempting. give yourself a pat on the back: beat the difference is the single most important concept in the TIME LORD rules. you stare at the bewildering array of flashing lights. you fail. Now back to the adventure: if you managed to stop the time rotor. turn to Module 11. add that number to your Knowledge to determine your total ability in this case. your ability to operate the TARDIS should be 3 if you are playing Jamie. The viewing screen reveals nothing except darkness. You step into it without hesitation. You lie there. You sense. turn to Module 4. Subtract the lowest number from the highest. If the result is greater than the difference. you become aware of a regular droning noise. you fail to recover. turn to Module 14. The TARDIS consists of very advanced technology. With your hands outstretched you stumble towards the dimmest hint of light. turn to Module 5. rather than see. he will be stranded and you will be adrift in time and space. think yourself into your chosen role. Every task in TIME LORD is given a difficulty: stopping the dematerialization sequence has a difficulty of 6. if you failed. What is your Knowledge? Look it up on your character sheet. you wander into the darkness. leaving you in the TARDIS control room with strict instructions to wait until he returns. a Drekkar’s Determination is lower than a human’s. Tegan must beat a difference of 1). with a view to attacking it later. You have wandered into a Drekkar control box: the device is attempting to overcome your will and make you subservient. read The Story So Far and follow the written instructions. Module 3 Your weapon is suitable for use only in close combat. In time. Using even a simple control requires some skill and knowledge. but you are powerless to avoid it. and you have just learned how to use it. Suddenly you hear a noise: a familiar. Your Move is 3 and the Drekkar is about three metres away (a difficulty of 1). Good luck! THE STORY SO FAR The TARDIS has stopped moving. If the result is equal to or less than the difference. If you decide to hurl yourself at the creature and attack it. which with its Hypnotize special 28 . Fortunately. Roll two dice. you regain consciousness and. This value is known as the difference: Difficulty minus Ability (including special ability if applicable) equals Difference Now you must try to beat the difference (Jamie needs to beat a difference of 3 to succeed. Module 1 The Doctor has been absent for about half an hour and you are becoming very bored. You eyes are not deceiving you.DOCTOR WHO — TIME LORD Now choose your character. The Doctor has tried without success to make his craft take off again. your Knowledge on its own is your ability score. You must do something. If the result is greater than the difference. Instead. although the Doctor has been unable to understand the sensor readings. turn the page. Rushing over to the central console. weaving and dodging as you move. your understanding of technology. If you have the TARDIS special ability. if you are playing Tegan. The time rotor is moving — the TARDIS is about to take off! If it dematerializes without the Doctor on board. so you will have to close with the Drekkar before you can attack it. Whether or not you succeeded in turning off the time rotor. Module 4 The darkness is almost absolute. he has gone to explore outside. raucous grinding sound. The result is the difference that you have to beat in order to recover. among other things. Module 2 You can see the pulse of energy expanding from the Drekkar’s blaster.

but only a little. Subtract the lowest number from the highest. The time rotor accelerates relentlessly. only to find that the outside world is darker than the interior of the TARDIS. you manage to push the door open. Now. Look up your Strength score on your character sheet. The floor sounds as if it is made of metal. landing with a crash on the metal floor. on behalf of the Drekkar. and the lights fade as every other circuit in the TARDIS seizes up in sympathy. Opening the door will be a real test of your strength. Module 5 You simply cannot work out how to shut down the dematerialization sequence. You will find out later — perhaps — that the creature is known as a Drekkar. Module 8 The Drekkar is less impressive than it looks. Turn to Module 19. Consult your character sheet and calculate this difficulty. You can see nothing at all at first. Roll two dice on behalf of the control box. Subtract 3 from your Determination: the result is the Difference that the control box has to beat. the Drekkar’s shot misses you. turn to Module 6. but you still have to try to beat it and there is still a chance that you might fail. Turn to Module 9. metal skin (counts as Armour 5) 29 . Roll two dice. Module 6 You cannot resist the power of the control box. It approaches slowly and you can make out the shape of a tall. Subtract this figure from the difficulty to find the difference that the Drekkar has to beat. If the result is equal to or less than the difference. turn to Module 12. This task has a difficulty of 5. It has a Strength of only 2. try to beat the difference. metal-encased humanoid. Your footsteps echo faintly. the time rotor slows and stops. the Drekkar hits you. Make a note of this value. Module 9 You throw yourself through the door. If the result is greater than the difference. Make a note of these abilities: Drekkar Abilities and special abilities Strength: 2 Control: 3. The TARDIS is obviously on the point of dematerializing. turn to Module 10. Module 7 You zigzag towards the Drekkar. Marksmanship 1 Size: 2 Move: 2 Determination: 2 Equipment: blaster (ranged weapon. and subtract the lowest number from the highest. the occurrence of which is beyond the scope of this small solo game. The longer you gaze at the winking displays. The Drekkar topples slowly and silently. You become a brainless slave. which in this case is 1. suggesting that you are in a cavernous void. Suddenly you remember that the TARDIS cannot dematerialize if its doors are open. and therefore one successful blow from your weapon (which inflicts more Wounds than the Drekkar’s Strength) is enough to disable the large creature. Your Determination is higher than 3. Wounds 6). Subtract the lowest number from the highest. lumbering. Turn to Module 18. so the control box has to beat the difference to subjugate you. You feel your willpower dwindling and shrivelling while your mind is filled with comforting thoughts of order and obedience. then a light appears in the distance. The Drekkar tries to shoot you: the difficulty of this task is your Size plus your Control plus the difficulty arising from the range. If the result is greater than the difference. Subtract your Strength from the difficulty of 5 to produce the difference that you have to beat. If your Strength ability score is 5. the more confused you become. Roll two dice. destined to patrol the dark corridors of this hijacked interstellar colony ship — until and unless you are rescued by the Doctor. It moves. turn to Module 2. You do not wait to find out how quickly it recovers: you run into the darkness. Behind you. You squeeze through the half-open door. so its total ability is its Control of 3 plus its Marksmanship special ability of 1: a total of 4. the difference is zero (5 minus 5 equals 0). Turn to Module 4. If the result is greater than the difference. You run to the side of the room and throw yourself at one of the huge doors. If the result is equal to or less than the difference.DOCTOR WHO — TIME LORD ability of 2 gives it a total ability of 3 when attempting to control you. The Drekkar has stopped moving. you cannot make the door budge. trying to prevent it taking aim at you. if the result is equal to or less than the difference.

Module 10 A bolt of blue energy from the Drekkar’s blaster flashes past your head. Now run along. In a full game of TIME LORD you would be given further opportunities to try to recover and. You feel your way through the darkness to the door. turn to Module 4. so there is no difference to beat: you automatically hit the Drekkar. Just in time. You have no idea what is wrong with the TARDIS. Turn to Module 19. but there is no reply. Module 11 You hurl yourself towards the Drekkar without thinking about dodging. The Drekkar’s total ability in this situation is its Control of 3 plus its Marksmanship special ability of 1. Module 15 You try to strike the Drekkar. Turn to Module 19. Module 14 Your attempt to recover from your wounds has failed. Your total ability is your Control plus any relevant special ability if you have one. The lights are fading fast.DOCTOR WHO — TIME LORD You call out a greeting. As it stops. but you know you cannot repair it by yourself. or relative smallness. Subtract the lowest number from the highest. but you can take no further part in this adventure. and you are close enough now to hear its muted curse. If you carry on running past the Drekkar and into the darkness. encountered a Drekkar guard and successfully thrown off the effects of a mind-controlling machine. however. You would probably survive. You have to find the Doctor. The control box is unable to overwhelm your will. Subtract this from the difficulty to produce the difference that the Drekkar has to beat to hit you. but Jamie’s Edged Weapons special ability will add 2 to his total ability because he is using his dirk. calculate this difficulty. If the result is equal to or less than the difference. it lifts some sort of gun and points it at you. for you have taken your character out of the erratically behaving TARDIS. Module 12 Persuasive images of order and obedience to a higher cause batter your brain. and put my mind back into it. This is a basic combat situation and the difficulty of your task is calculated very easily: the difficulty is the Size. The damage you inflict is equal to the Wounds rating of your weapon. Turn to Module 9. your sigh of relief turns to an exclamation of alarm. When the Drekkar is about three metres away from you. however. but can you penetrate the Drekkar’s armour-plating? The Drekkar’s metal casing has a protection value of 5. You have only two choices: run (turn to Module 16) or attack (turn to Module 3). and that’s ten minutes too long as far as I’m concerned. but even as you charge you see a spurt of light from the muzzle of its weapon. Congratulations are in order. but your weapon inflicts only 4 Wounds — less than 30 . And do hurry up about it.’ Reuniting the Doctor’s mind and body is a task that takes us beyond the confines of this brief game. but you remain unconvinced. Consult your character sheet. Every circuit in the TARDIS is failing. there is always the possibility that the referee would arrange for someone — the Doctor. the Drekkar. you throw the door switch before all the power disappears and the doors inch open.) Your total ability is greater than the Difficulty. at least for the time being. (Tegan’s Marksmanship special ability will not help her to use a laser cutter. If the result is higher than the difference. find my body. Module 13 Your fingers stab uncertainly at the controls. Turn to Module 15. He sounds distinctly peevish. Roll two dice on the Drekkar’s behalf. turn to Module 2. of your target which in this case is 2. the Drekkar misses and you get your turn to attack. the Drekkar’s shot hits you. You present quite an easy target for the creature: the difficulty of its task is your Size plus the difficulty of shooting at the distance between it and you (1). you become aware of a familiar voice intruding into your mind. ‘What kept you? I’ve been trapped inside this mental imposition machine for at least ten minutes. a total of 4. and make a note of it. as a Drekkar is quite large. a passerby — to give you medical attention. If you decide to attack. You can seize your chance to attack it or to run clear. of course. As the mental pressure recedes. You hold your breath: the time rotor begins to slow. The weapon jerks upward in the creature’s claw. ‘There you are last!’ says the Doctor’s unmistakable voice. turn to Module 15.

which is a detailed exposition of the TIME LORD rules. Add your Size to the difficulty of firing at the distance between the Drekkar and you (now 2). much of which will be very useful to you as a player. for the moment.DOCTOR WHO — TIME LORD the Drekkar’s Armour. but as it lumbers after you it takes a shot at you with its blaster. you will find that you learn a great deal about the mechanics of playing TIME LORD. But if you play through this solo game a few times. You will need a thorough understanding of Part Three and Part Four of this book. You find yourself staring into the smoking muzzle of the energy weapon. Subtract the lowest number from the highest. The result is the difficulty of the Drekkar’s task in hitting you. and frequent use of the basic rule of TIME LORD: beat the difference. If you were playing the character of Tegan or Jamie in a real game. You will just have to hope that the Doctor finds some way of rescuing you. and you know the TARDIS has come to rest. Module 17 No emotion shows in the Drekkar’s face as your weapon skids uselessly across the metallic plates of the creature’s armour. however. But don’t start rushing to design your own adventures just yet. turn to Module 8. close combat and ranged combat. Will you try to dodge the next pulse of energy (turn to Module 7). Eventually the time rotor slows to a stop. turn to Module 2. and then you should study Part Five. the Drekkar’s shot has struck you. which is full of information for referees. the referee would know the difficulty of each task your character might attempt. A NOTE FOR PROSPECTIVE REFEREES By now you know the basic concepts behind TIME LORD. If the result is equal to or less than the difference. recovery from wounds. This small extract from an adventure includes: the use of an ability to attempt a simple task. The result (1) is the difference that you have to beat. If the result is greater than the difference. your blow penetrates the Drekkar’s Armour. Go back to the beginning and try again! Module 19 We have to leave Switchback at this point: if we printed the entire adventure there would be no room for anything else in the book. Your Move ability is 3 and in this situation your Running special ability of 1 also proves very useful! You can easily outdistance the Drekkar. Now let’s plunge into Part Three. Don’t be put off by the number of calculations you have to do during Switchback: this is a solo game and you have to do the work of both player and referee. Roll the dice and subtract the lowest number from the highest. the relevant ability of your character and therefore the difference you would have to beat. or will you throw yourself into combat against the Drekkar in another frontal attack (turn to Module 11)? Module 18 You are trapped in the TARDIS and you cannot prevent it from dematerializing. many examples of the effects of different abilities on the balance of play. 31 . Subtract this total from the difficulty to produce the difference — the answer should be 3. turn to Module 4. Module 16 The Drekkar has a Move ability of only 2. you should now be ready to play a character in a game of TIME LORD if you have read and understood everything up to this point. whether you are playing Jamie or Tegan. Otherwise the pulse of blue energy crackles harmlessly past you. But you could be anywhere in time and space. Subtract your weapon’s Wounds from the Drekkar’s Armour of 5. It merely continues to bring its blaster to bear on you. using first one character and then the other. turn to Module 17. If the result is greater than the difference. the use of an ability to resist a mental attack. All you would have to do is to roll two dice! A NOTE FOR BEGINNERS Even if you had never heard of DOCTOR WHO and role-playing games until you started reading this book. your weapon slides harmlessly across the creature’s armour. Roll two dice. The Drekkar’s total ability is its Control of 3 plus its Marksmanship special ability of 1. The Drekkar has to beat this difficulty of 3 to hit you. this adventure is at an end. Part Three and Part Four of this book will provide you with a wealth of further information about the game and about the DOCTOR WHO universe. minus the difficulty caused by its movement (1) — a total of 3.


after all. only the referee knows the difficulty and therefore the difference that must be beaten. judging from the scuff marks in the soil on both sides. Experienced role-players will probably find that much of the structure of the game is familiar to them. Knowledge. where the numbers on the dice are added together. so this chapter is still recommended reading! ABILITIES Abilities simply represent a character’s physical or mental capabilities. 33 . and this value is known as the result. that the referee may tell him to roll the dice just for dramatic effect: the player. He decides how difficult it is to succeed and assigns a numerical value from 0 to 10 as the difficulty. and his player does not have to roll the dice. however. how distance and movement affect game play. Tegan is coping admirably in her flat-soled air-stewardess’s shoes. using many-sided dice in different ways to determine the outcome of events. USING DICE Role-playing games can be complicated affairs. The lowest number rolled is subtracted from the highest. TIME LORD uses the difference between the numbers. and Tegan’s player decides they have to jump it to follow him. Special abilities typically have low values. Players and the referee should read this chapter carefully. Weight. It is important to understand what is meant by abilities. In the course of the game. Determination and Awareness. TIME LORD uses total ability to indicate that the sum of a common ability and an appropriate special ability should be used. aim to make the game as simple as possible: only two sixsided dice — the type that can be found in a game of Monopoly or Risk — are used. the referee needs to set aside time to read the rules at least once. Tegan and Nyssa are trying to catch up with the Doctor. They are confronted by a chasm that the Doctor has clearly jumped. the worst result is 0. They indicate what he can or cannot do in terms of TIME LORD’s rules. does not know the difficulty he has to beat and rolling the dice introduces an element of doubt.DOCTOR WHO — TIME LORD BASIC CONCEPTS TIME LORD is a simple yet sophisticated game that has a few basic mechanisms on which the rules rely. In most cases. for example. TIME LORD. but Nyssa is finding it tough going in her Traken court shoes. Each of a character’s abilities is assigned a numerical value. There is a chance that the character may fail because he is attempting something that is beyond his ability. He succeeds — in effect he beats the difference — if the result on the dice is greater than the difference between his ability and the difficulty. The rules of TIME LORD. The result of rolling 1 and 6 is 5. It is possible. Size. He compares the numerical value of the character’s ability with the difficulty and makes a note of the difference. the result is 0 if a double 6 is rolled. Move. The best result is 5. where 1 indicates a low aptitude for the subject and 6 indicates a high aptitude. If the rules say special ability. in which case they should feel free to play after only skimming the rules. it is one of the eight abilities that are common to all characters: Strength. it means the dice must be rolled to beat the difference between the character’s ability and the difficulty of the task he is attempting. He fails if the result is less than or equal to the difference. however. It is the referee who needs to have a more thorough grounding in the system. Whatever the character is doing is well within his ability to accomplish. usually 1 or 2. Where TIME LORD refers to a common ability. Control. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game’s workings. Players. players should trust his judgment. the result of rolling 3 and 4 is 1. the referee will often ask players to roll the dice to determine whether their characters’ actions succeed or fail. A special ability is an ability that enhances one of these eight common abilities: Marksmanship. Whenever the rules ask a player to beat the difference. however. does differ from many games in that the dice do not always have to be rolled to determine whether a character’s actions succeed or fail. BEAT THE DIFFERENCE The dice always have to be rolled if the character’s ability is equal to or less than the difficulty. and how to take turns before trying to learn the rest of the rules. because their values are added to the appropriate common abilities instead of being used on their own. Both dice are always rolled together and the result is always determined the same way. or have it explained to them by someone who knows the rules. enhances a character’s Control in combat and First Aid enhances a character’s Knowledge when trying to heal an injured person. His player rolls the dice with the aim of beating the difference between the difficulty and the character’s ability. only the value of the special ability on its own should be used: the value of the common ability is not added. who has sprinted off ahead of them across rough terrain. Unlike most other games. can largely make do with knowing only the few rules in this chapter. how to use the dice. typically from 1 to 6. To make it clear which value should be used. A character whose ability is greater than the difficulty automatically succeeds. however.

Ludo counters or coloured pieces of cardboard. An area purely indicates a tactically important space. Barbara is at a range of four areas from the Daleks. not including the area that the first one is in. The referee lowers the difficulty to 4. which he makes 5 in Nyssa’s case because he knows she is wearing unsuitable shoes. and leaps. The ideal ones are made of metal and are 25mm to 30mm high. such as plastic tiddlywinks. Sometimes. they contain lead and are not recommended for small children. Areas do not have a fixed size or shape: the referee decides how big they are and can even choose to have areas of widely differing sizes and shapes. and is used in combat to modify the chances of hitting someone with a gun or blaster. all the plan has to do is allow players to envisage where they are. Miniature figurines can be used instead of counters — there is a wide selection of different types and makes available from specialist games shops. Figure 2: Areas. COUNTERS AND FIGURES Role-playing games such as TIME LORD do not have boards and can be completely played out in the imaginations of the players and referee. More notelets can easily be added to a location to maintain a sense of distance. just as one square on the board can contain a number of playing pieces. for example. benches or trees. therefore. Ian is at a range of two areas from the Daleks. tables. Tegan’s player has to beat a difference of 0 for his character to make the jump. The area just groups characters together to indicate the proximity of one to another. however. whether it is outdoors or indoors. Range is measured as the distance from one object to another. takes them off. Special features such as furniture or trees can simply be drawn on the notelets. Ian is at a range of two areas from the Dalek. Both characters have Control 4. 34 . It also affects the chance of spotting something or someone concealed in an area. The scale does not have to be accurate. referees and players may find it more convenient to represent a location using a number of tear-off square notelets. Objects in the same area. it helps to have a visual representation of the action so that everyone knows where everyone else is and does not feel unfairly treated because they cannot see what is going on. objects in adjacent areas are at a range of 1. so Nyssa’s player now needs to beat a difference of only 0. A nine-area location. DISTANCES TIME LORD uses neither metres nor yards to determine the distance between objects or the distance that characters can travel in a certain time. The distance to an object or a person in areas affects the difficulty when a character tries to use certain abilities. An area is best thought of as being similar to a square on the board of a game such as Monopoly or Risk. however. This is especially so if the characters get involved in a fight. This distance is the range. can be placed on the plan to show indicate the position of each character and enemies such as Daleks. however. and has decided the relevant ability to use is Control. such as those about 10cm square used for telephone messages. are at a range of 0. Instead of drawing up a plan. The notelets should be arranged so that each row of squares is staggered. Counters. and mark on key objects such as the TARDIS. but Nyssa’s player needs to beat a difference of 1. After Tegan successfully leaps the chasm by rolling a 3 and a 1 to get a difference of 2.DOCTOR WHO — TIME LORD The referee has allocated a difficulty of 4 to the jump across the chasm. One area can contain a number of characters. The referee should sketch a bird’s-eye view of the characters’ surroundings. more could be added to allow Ian and Barbara to run in any direction from the Daleks. could be represented by nine notelets arranged in the right shape. When the referee draws up a plan of a location for the players he should divide it into areas. most areas will be about 3 metres by 3 metres — enough space for five or so people to move about and exist comfortably in. Nyssa’s player decides that it is foolish to try the jump in shoes. Distance in TIME LORD is measured in areas. especially if the characters are running across countryside. Figure 1 Figure 2 Barbara Ian Barbara Dalek Ian Daleks Figure 1: Eleven square notelets have been laid down in staggered lines to start a chase scene. In buildings. Characters can move from one area to another during their turns: some characters may be able to move further than others depending on their abilities. Each square represents one area and in play is formed by using a square telephone notelet — or a beer mat! Barbara is at a range of one area from the Dalek.

A character may have special abilities that enhance his Move ability. Difficulties as high as this are usually assigned by the referee to represent extraordinary situations. A character who wishes to move from one area to an adjacent area faces a difficulty of 1. Easy terrain includes open flat ground such as parkland. stairs are only a minor handicap to the Doctor and his companions. and needs to regulate characters’ actions so that the players and the referee know what happens and when it happens: TIME LORD does this by using turns. such as scientific research or clearing away the rubble from rockfalls and cave-ins. He still moves in the direction he intended. This counts as the character’s action for the turn. work themselves out without anyone having to tell the participants what they can or cannot do. can levitate up or down stairs. loose sand. TIME LORD is a game. each area presents a difficulty of 1 to the character’s movement. A character who wishes to move a number of areas equal to or greater than his Move ability must beat the difference between the cumulative difficulty of the terrain and his Move. 35 . Move works the same as any other ability. a character who wishes to move three areas faces a difficulty of 3. If the player fails to beat the difference. The character may not have another action whether he succeeds or fails in his attempt to move further than normal. play then passes on to the next person. It follows that any character can move a number of areas less than his Move in a turn: a character with Move 3 can move up to two areas. If a character uses such a special ability it counts as his action for the turn. On ordinary. A character with Move 3 who wished to travel five areas would have to beat a difference of 2 to succeed. Conventional boardgames usually use a turn to limit what one person can do. mud. A character’s Move. An action turn represents the passing of only a few seconds — the exact amount of time is not important because any activities that take place in action turns are quickly resolved. a turn is used to determine what all the players can do in the same amount of time. say.DOCTOR WHO — TIME LORD MOVEMENT The distance that a character can cover in one turn depends on his Move ability. such as strong underwater currents or virtually impassable terrain. scree and the rough. Each research turn represents 15 minutes of real time. Some of these special abilities are added not to the character’s move but to the Move of a vehicle. such as shooting a gun or evading an attack. water. Their actions and reactions to other people. stony ground of a typical chalk pit all increase the difficulty of moving. pavements. In TIME LORD. is regulated by research turns. Each area that a character moves presents a cumulative difficulty. however. although the First Doctor has Move 2 to account for the limitations of that particular generation. Action turns are used to regulate hectic action such as combat or chases where the second to second decisions of the players and their opponents quickly change the situation. however. Most companions have the special ability of Running — most of them have plenty of opportunities to practise this skill in their adventures with the Doctor. for example. A character who travelled across two areas of even ground (difficulty 1) and one area of scree (difficulty 2) would face a total difficulty of 4 to get into the scree-strewn area. where progress is likely to be slow. Obstructed terrain has a difficulty of 2 an area and includes jungle. a car or motorbike to travel further than normal. A character with Move 3 and Driving 1 would have Move 6 if he drove a Move 5 vehicle. Daleks. There are two types of turn: the action turn and the research turn. Each area of easy terrain has a difficulty of 1. Such a character may still have an action in that turn. Research turns mark the progress of time during an adventure. A character with the Driving special ability adds his Driving to the Move of. Areas of terrain with a difficulty of 3 are rare. In this way. He would need to roll a difference of 3 or more on the dice. The difficulties given for terrain are only guidelines. TURNS Even a small group of people can cause an immense amount of confusion in real life if all of them decide to do something different at the same time. flat ground such as short grass or indoors. although it may take more or less time than that to resolve the actions which take place during such a turn. because some characters may find certain types of terrain more difficult than others. overgrown woodland. Most humans have Move 3. but this requires phenomenal amounts of energy and is accomplished only slowly. TERRAIN Not every piece of ground is easy going: long grass. but is assumed to have stumbled or tripped in his effort to move faster. his character moves only the number of areas he could ordinarily travel without needing to roll the dice. Work that takes a long time to accomplish. shingle beaches and bracken-covered or gorse-covered moorland. however. floors in buildings and open woodland. is not the number of areas he can move: it is purely his ability to cover distance. The effects of terrain are always cumulative. roads. hills.

Movement is an exception to the number of abilities that can be used in one turn. ACTIONS Each character can in general use only one ability during a turn. Their characters’ actions are predominantly of the moment. or even to flee from an enemy before firing. 36 . such as Control. In this way it is possible for characters to close on an enemy and attack. A character who wants to shoot someone uses his Control or Marksmanship abilities. The referee decides when one turn ends and the next one begins. It may be that the referee has to rule it is impossible for a character to achieve all that his player wants him to do in one turn. Running or Science. There is no set order of events in a turn. such as the time that a bomb is due to go off or the point at which invasion fleet of an alien menace arrives. It is possible for a character to travel a limited distance — less than his Move ability in areas — and still use another ability. It is the referee who uses research turns to mark the players’ progress through an adventure and to determine when events happen. Marksmanship. Each player says what he wants his character to do when asked by the referee. one who wishes to analyse a plague virus uses his Science ability. and the use of such an ability is called an action. Most of the time it is possible to express what a player wants to do as the use of one of his character’s abilities. The players say what they want to do in a turn and the referee works out what this means in terms of actions. the results are worked out and then applied simultaneously.DOCTOR WHO — TIME LORD Players will usually only be aware of action turns during the game.

Strength determines the length of time for which a character could keep running while pursued by an enemy as well as how long he could hold his breath under water. Determination and Awareness. Eight abilities are common to all characters: the physical abilities of Strength. for example. a large adult would be Size 3.DOCTOR WHO — TIME LORD ABILITIES What a character can or cannot do in TIME LORD is determined by the abilities that define his physical and mental powers. The ability is as much a guide to fitness as it is power. It is his ability to lift and push objects as well as to withstand injury and to damage opponents in hand to hand combat. Size. A human has a Move of 3. When the Doctor explains a complicated scientific principle it is the character’s Knowledge ability that determines whether he understands the concept. hand to eye co-ordination and whether the character is clumsy or articulate. the smaller he is: Size is just a measure of relative smallness. WEIGHT Weight is a measure of the mass of a character. Weight and Move. it also determines his defence against attacks from opponents. An animal such as a horse has a Move of 4. A small or lightly built human would have a Weight of 3. Abilities not only indicate what a character can do. Low Knowledge. The ability is typically used to determine whether a character can crawl through ventilation shafts or narrow openings. STRENGTH Strength is the character’s muscular power. for example. and how quickly the character recovers consciousness or heals once he is wounded. Abilities represent a character’s muscular power and toughness. The ability determines how accurate the character is at firing guns or striking with his fist or a melee weapon. A character from the future. a human mounted on a horse would therefore be able to travel at the horse’s rate rather than his slower speed. are Size 4. Strength is the ability used to determine whether poisons take effect. Big people. might indicate a character from a primitive background such as medieval Europe or even Roman times. a heavily built human would have a Weight of 5. These rates of movement. however. each value represents a broad range of mass. with six being the best. By default. is a savage yet is descended from technologically minded ancestors. SIZE Size indicates a character’s height and build. where the Size of the opening is the difficulty of squeezing through. It represents suppleness. such as the twenty-first century. KNOWLEDGE Knowledge is a character’s ability to recall and understand information and to make sense of science and technology. his powers of deduction and so on. The ability roughly indicates the type of civilization that a character comes from because it summarizes the experience a typical person from a particular time and place might be expected to have. Each ability has a numerical value of one to six. his agility. CONTROL Control is the measure of a character’s agility. MOVE Move is the character’s ability to cover distance and is determined by the character’s species. Control. It determines how easy it is to physically pick up the character and whether the character will fall through fragile floors or set off weight-sensitive traps. The ability is mainly used to determine how easy it is to hit a character. however. need not have a high Knowledge because a character could come from a regressive background: the Doctor’s companion Leela. as does a Cyberman. for example. however. It is important to understand that the bigger a character’s Size ability. The ability is not measured in pounds or kilograms. Small adults and children. The ability is also a measure of a character’s endurance. A character with high Knowledge would typically come from a point in Earth’s future. say Size 2 or 3. All objects also have Weight abilities which determines how easy they are to pick up or carry. Control is the ability used when a character has to leap chasms or climb trees or mountains. would find it harder to pass through the narrow openings that small or slightly built companions such as Jo Grant and Ace could wriggle through. Most human characters have a Weight of 4. the rules assume that most targets are the same size as an average person: Size 3. and the mental abilities of Knowledge. are slow. both species move at about the same speed. so a character can be short and fat or tall and thin yet still have the same Weight. they are also a measure of his resistance to another character’s abilities. Particularly old or feeble characters may have a low Move to represent their frailty. If the Doctor has to analyse the weakness of an enemy so that he 37 .

AWARENESS Awareness is a character’s ability to react to his environment. The character fails and must suffer the consequences if the difference rolled on the dice is less than or equal to the difference between the difficulty and the character’s ability. or they can be unusual natural talents. There is a chance that the character may fail if the difficulty of the challenge is greater than or equal to his ability. and the player must roll the dice to determine whether the character succeeds or fails. it is the character’s Awareness that decides if he succeeds or fails. Anyone who enters the TARDIS for the first time will find their Knowledge tested. this chance of success or failure depends upon his abilities. sports and work. The ability of Marksmanship. a character has a chance of succeeding or failing in the attempt. It represents the character’s senses and his ability to communicate. When facing the Master. The player whose character is attempting the challenge compares the character’s ability with the difficulty. in addition to the eight common abilities: special abilities represent extra skills or areas of knowledge that have been learned through hobbies. Each one is a specialization of one of the eight basic abilities. Special abilities will often indicate quirks of behaviour that can be highlighted. it is Knowledge that gives the characters a chance of remembering or thinking of such details. his Knowledge determines how long it takes him to solve the problem. The challenge may be to build an electronic device to defeat an enemy or simply to leap a chasm that runs across the only route to a destination. called special abilities. Cowards or natural survivors usually have a low Determination. He succeeds if the difference between the numbers rolled on the dice is greater than the difference between the difficulty and the character’s ability. A special ability enhances the appropriate common ability when it is used. Indomitable Will is added to the a character’s Determination to resist attempts at hypnotizing him. Even by moving furniture she cannot quite reach the sill. Marksmanship. would be appropriate for a character whose hobby is rifle-shooting or who had been in the army. the value of a special ability is rarely used by itself. In effect he must beat the difference to succeed. The appropriate ability for this challenge is Control and the referee 38 . Determination is also the ability used to resist mind-controlling machines or to engage in psychic conflict. a skill which relies upon his ability to interpret their mood and upon his communicative skills. These special abilities typically have a value of 1 to 3. for example. All abilities give the players information that can be used to develop the personalities of characters. He is trying to influence their behaviour. it is a character’s Determination that enables him to resist being hypnotized or to remain unmoved by the Master’s entreaties. The referee decides which of a character’s abilities is appropriate to a challenge and also how hard it is to accomplish: this is the difficulty. Guidelines on assigning difficulties are given in the referee’s section. someone who habitually carries lots of junk in his pockets might have the ability of Resourceful Pockets. DETERMINATION Determination is a character’s mental resolve. Whatever the nature of the challenge. whether by speaking or through writing or art. When a character is searching for a hidden opening mechanism for a door or is trying to identify whether a group of people in the distance includes friends or enemies.DOCTOR WHO — TIME LORD can develop a gadget to exploit it. High Awareness is also a characteristic of streettraders — people who are used to haggling about the prices of goods. HOW TO USE ABILITIES Characters in a TIME LORD adventure will often be faced with challenges that they must overcome to progress further. for example. so she decides to jump up to get a hand hold. it is the ability to doubt. OTHER ABILITIES Most characters have other abilities. A character who is negotiating with other characters also uses the Awareness ability. Great orators and diplomats would have high Awareness. Determination is the ability that decides whether the character faces it bravely or is terrified by its presence. Knowledge also is a character’s ability to believe or disbelieve in the improbable. Jo Grant is locked in a room which has a high window. The character automatically succeeds if his ability is greater than the difficulty: the challenge is judged to be easily within his ability. increases a character’s Control when he fires a gun. Knowledge also provides inspired insight: when the characters have done everything they believe is necessary to overcome an enemy and the referee knows there is something they have missed. If a character encounters a hideous creature. Determination is used to decide whether a character is influenced by the words or actions of another character. It represents his ability to stick at something despite adversity. Awareness also gives a character the chance to hear an enemy or creature that is creeping up behind him. The player has failed to beat the difference.

an advanced form of navigation that allows explorers to find their way around the universe. USING SPECIAL ABILITIES Sometimes a character will be faced with a challenge that is appropriate to one of his special abilities. Artist allows a character to draw sketches of objects or people which will be generally recognizable and of the right proportion. one with Escapology could apply the ability if he were held captive and tied up with ropes. SPECIAL ABILITIES The special abilities listed here are those skills or talents most likely to be encountered or used by the Doctor and his companions. could use this ability to help him jump a chasm. The value of the special ability is added to the appropriate ability and the total is used to determine whether the character succeeds or fails. Animal Empathy [Awareness] A character with the animal empathy ability gets on well with animals and can persuade timid ones to approach him. 39 . Such a character could. The bow’s Wounds rating is used instead of the character’s should an arrow hit its target. Animal Handling [Determination] Whether as an animal trainer. Bench-thumping [Control] Anyone who can get a television set to work by hitting it or persuade a gadget to work by thumping the laboratory bench in exasperation has the Bench-thumping ability. The ability extends to reptiles. given time. A character with Leaping. It is not a skill that can be used on its own: anyone who resorts to Bench-thumping must first have tried to repair or make an object using an ability such as MacGuffin. such as an assailant approaching stealthily from behind or the gentle hiss of knockout gas escaping from a container. A character with the Bargaining ability has an intuitive feeling of an object’s worth and has the negotiating skills to obtain the right price. whether it is a longbow or a crossbow. Acting [Awareness] Acting allows a character to play the part of another person. the character has experience of handling animals such as horses. hungry predator can be dangerous. The common ability that each one enhances is given in brackets. She does not use the Escapology value of 2 on its own because it is a bonus that is added to her Control. A character with Astrogation knows how to use the advanced instruments necessary to set a course or to identify locations in space. Astrogation [Knowledge] Pilots of spaceships would be lost without Astrogation. so a character with Animal Handling could be an exotic dancer whose act includes snakes! Archery [Control] Archery is the ability to shoot accurately with a bow. Jo has Escapology 2 and Control 3. Artist [Awareness] The Artist ability means the character can paint or draw well according to the concepts of art of his time. lions. Bargaining [Awareness] Bargaining is the ability to obtain a fair price for goods or services. a circus performer or a zoo-keeper. Bargaining. although even a friendly. is effective only if each person involved can communicate with the other. tigers or elephants. Animals will regard such a character as friendly. The person playing Jo needs to beat a difference of 1 on the dice to succeed. The character has a second chance of making a gadget work using his Bench-thumping ability to determine whether he is successful. either by mimicking that person’s voice or by physically impersonating him. for example. teach them to do tricks: he knows an animal’s habits and instinctively knows how it will react in certain situations. however. The character may have to dress appropriately to be convincing in the role. Jo’s Control is 3.DOCTOR WHO — TIME LORD decides that it deserves a difficulty of 4. which means the difference is 1. Acute Hearing [Awareness] Acute Hearing enables a character to hear quiet sounds that other characters might not notice. which gives her a total ability of 5 if she is held prisoner and tries to wriggle free of her bonds.

DOCTOR WHO — TIME LORD Table 1: Common abilities and special abilities STRENGTH Cheat Death Iron Constitution Pain Resistance Quick Recovery Regenerative Powers KNOWLEDGE Astrogation Computing Cryptanalyis Cybernetics Detective Powers Electronics CONTROL Archery Bench-thumping Blunt Weapons Brawling Dancing Edged Weapons Escapology Fast Reactions Fisticuffs Gymnastics Juggling Leaping Lockpicking and Safecracking Marksmanship Martial Arts Mountaineering Sense of Balance Sleight of Hand Sports Stealth Thrown Weapons MOVE WEIGHT No special abilities Driving Piloting Riding SIZE Contortionism Running Sailing Swimming 40 Engineering Explosives First Aid History Law Linguistics Mathematics MacGuffin Mechanics Medicine Navigation Occultism Photographic Memory Poisons Pseudoscience Robotics Science TARDIS Temporal Science Transmat Wilderness Lore DETERMINATION Animal Handling Command Gloating Hypnotism Independent Spirit Indomitable Will Strong Passion AWARENESS Acting Acute Hearing Animal Empathy Artist Bargaining Bureaucracy Con Disguise Eloquence Gambling Intuition Keen Sight Musicianship Precision Refined Palate Resourceful Pockets Screaming Sensitive Nose Serendipity Singing Striking Appearance Tracking Ventriloquism .

Command [Determination] The ability to give orders is hereditary among nobility and is vital to army officers. Computing [Knowledge] Computing is the ability to use computers to elicit information as well as to program them. Cheat Death enables a character to survive damage that would ordinarily kill most people. It gives the character the skill to use improvised weapons such as chairs and vases at an ability higher than his Control: the character’s Brawling is added to his Control to give his combat ability. in combat. Brawling [Control] Brawling is the dirty tricks form of close combat where anything goes. it could also be used to misdirect people by persuading them that a source of danger is in a different place from its real location. Referees can choose to have the character solve a code by simply rolling the dice. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. Cryptanalysis might prove useful in addition. Human scientists. the use of mechanical and electronic components to replace organic limbs and organs. A character can use Bureaucracy can be used confuse lesser bureaucrats by implying that he knows procedure better than they do and sending them off to do pointless tasks. In effect. Cheat Death extends the range of Wounds at which a character is seriously wounded. however. may not dodge in combat. Players who have characters with this skill should try to think of clever manoeuvres to exploit an opponent’s weaknesses. Cheat Death increases a character’s Strength when determining the number of Wounds that cause death. The Con ability might be used to convince security guards that the character is really a friendly agent in disguise. Cybernetics [Knowledge] Cybermen are the undisputed masters of Cybernetics. Whether the character is skilled at formal court dance of the 15th century. for example. quarterstaff. The ability allows a character to build cybernetic parts and devices which imitate other abilities. his peers at least will recognize his talent. 41 . Anyone who contorts their body using this ability has a Size equal to his usual Size plus their Contortionism. one with Strength 3 and Cheat Death 1 can take 8 Wounds before dying. 1960s go-go or 1990s house. such as salute or shoulder weapons. A character with Strength 3. Cryptanalysis [Knowledge] A character with Cryptanalysis is adept at formulating and breaking codes. A character in this state. such as a replacement eye which would allow the character to see infra-red light. Computing is also a character’s ability at cracking computer security. such as a club. can take 6 Wounds before dying. Con [Awareness] Con is the ability to pull the wool over other people’s eyes. Contortionism [Size] Contortionism is the ability to make a character’s build smaller by dislocating joints and twisting the body to occupy less space. have also studied the subject. however. mace or walking stick. or make the player solve it using his own brainpower with the help of a few hints to reflect the character’s Cryptanalysis ability. Bureaucracy [Awareness] Civil servants are masters of Bureaucracy: they are able to bamboozle ordinary people with the complexities of red tape and equally they are able to slice through bureaucratic restrictions to speed progress through the ranks of a large organization. Dancing [Control] A character with the Dancing ability can co-ordinate his movements to look graceful or at least vaguely with it on the dance floor. With the right tone of authority it is possible that a character who shouts an order can convince anyone who is trained to obey commands to do as he wishes. Cheat Death [Strength] A character with the Cheat Death ability is either lucky or has a strong will to live.DOCTOR WHO — TIME LORD Blunt Weapons [Control] The Blunt Weapons ability allows a character to use any blunt weapon.

it indicates that a character knows how to handle badly injured patients. for which a character needs Acting. Electronics [Knowledge] Electronics is the ability to understand electronic components and circuits. It does not include the ability to sound like another person. When a character with Fast Reactions encounters another character with Fast Reactions. the one with the highest special ability reacts first. lockpicking and knowledge of knots so that the character is in the best position to escape from his bonds once his captors are no longer paying attention. what they do. nitro-nine. First Aid [Knowledge] First Aid is the commonsense application of life-saving techniques or medication to keep an injured or unconscious person alive or prevent him from getting worse. motorbikes. Escapology [Control] Escapology is the ability to escape from bonds such as ropes or chains. it allows a character to assess how much time it will take for pursuers to cut through bulkheads or airlock doors. and how to build new ones or alter existing ones. Fast Reactions would allow a character to strike another in combat and resolve the effects before his opponent had a chance to strike back: it breaks the rule that all combat is simultaneous. The Master frequently disguises other people to resemble himself so he can make his getaway.DOCTOR WHO — TIME LORD Detective Powers [Knowledge] Detective Powers is the ability to notice tiny clues and to remember countless pieces of information which can later be pieced together to explain other characters’ motives and actions. axe or spear. make-up and clothes so he resembles someone else. Driving [Move] Driving allows a character to control vehicles such as cars. Explosives [Knowledge] Explosives is the ability to place explosive charges and bombs in the position where they are likely to do most damage. although the Doctor usually frowns upon its use. Disguise [Awareness] Disguise is the ability to change a person’s appearance using masks. With this ability a character can effectively change his height. Nitro-nine has proved usefully destructive at times. On an immediately practical level. It combines subtle body movements. First Aid is the ability to bandage and splint injuries. contortionism. although even she found some knots were difficult to untie quickly. It implies a knowledge of procedures. The weapon’s Wounds rating is used instead of the character’s should the weapon hit a target. Engineering [Knowledge] The Engineering ability gives a character an understanding of the physical properties of materials such as metals. Fast Reactions [Control] A character with Fast Reactions can act before any character without this ability. Driving also allows a character quickly to familiarize himself with a strange vehicle. It is also the ability to develop new types of explosive. Edged Weapons [Control] The Edged Weapons ability allows a character to use any weapon with a cutting edge or stabbing point such as a sword. A character uses his total ability of Knowledge 42 . A player whose character is told vital information may forget it during the course of the game: if the character has Detective Powers then that player should be reminded of this information when it becomes important again. jetbikes and hovercraft in difficult manoeuvres. and a character with this ability will rarely put a foot wrong when addressing important people. stance and mannerisms so they are unlike his own or like those of someone else. Jo Grant learned Escapology as part of her training as a UNIT agent. plastics and ceramics and how such properties can be employed in construction. A character who wished to tilt the car he was driving so that it could pass through a narrow opening would need to have the Driving ability. she developed her own. Ace is the Doctor’s companion who knows most about explosives. Eloquence [Awareness] Eloquence is the ability to use the correct form of address when negotiating with nobles.

the Master’s technique is simply to say: ‘I am the Master and you will obey me. Someone may have been in a room before he entered or that person might still be there. and remains in firm control of his mind. Indomitable Will [Determination] A character with Indomitable Will is not easily overcome by hypnotism or even the ubiquitous mind probe. Juggling [Control] The ability to juggle objects requires good hand to eye co-ordination. Gloating [Determination] Gloating is a trait of cruel or evil characters such as the Master which exhibits itself when the Doctor or his companions are trapped or about to die. Fisticuffs [Control] Fisticuffs is a gentlemanly fighting ability: the character adheres to rules such as those formulated by the Marquess of Queensberry when he resorts to combat. Hypnotism [Determination] Hypnotism is the ability to dominate the will of another person or to put someone into a trance. Intuition [Awareness] A character with Intuition can sense when something is not quite right. A character with this ability may need the help of an object to hypnotize someone. but two characters with Juggling could accurately throw objects between them to confuse or annoy a villain. Iron Constitution [Strength] An Iron Constitution means a character can resist the effects of damage and poisons and cope with alien environments better than other people. Gambling [Awareness] A character with Gambling is skilled at games of chance. Gymnastics enhances a character’s Defence against enemies’ attacks and improves his chance of leaping gaps or obstacles. and no dirty tricks are allowed! Fisticuffs allows a character to strike at an opponent and to block incoming blows. Gambling also gives a character a chance of noticing whether another gambler is cheating. 43 .’ Independent Spirit [Determination] Anyone with Independent Spirit is not easily persuaded to do things against their will: although they may be asked or told to do something. giving his captives time to formulate a particularly cunning plan of escape. for example. A character with Iron Constitution can also endure long walks or run for long periods without tiring. Independent Spirit increases a character’s resistance to Con or Command. The Iron Constitution ability is added to a character’s Strength whenever he has to resist the effects of wounds or poison. Only the character’s fists are used.DOCTOR WHO — TIME LORD and First Aid to determine whether he successfully applies the techniques. A character using Fisticuffs inflicts Wounds equal to half his Strength. whether by luck or through an ability to cheat without being noticed. Gymnastics [Control] A character with Gymnastics is supple and fit with a well-developed sense of balance. The difficulty of sensing something depends largely upon the extent to which it would affect the character. The ability is added to Determination to resist the effects of hypnotism and so on. waiting behind a filing cabinet ready to attack the character. History [Knowledge] The History ability indicates that a character is well versed in events from his past: he can remember key dates as well as details of older civilizations’ lives. Its main use is for entertainment. they will usually rebel and follow their own course of action. or they may be able to do it just through the power of words. but heals only an amount equal to his special ability on its own. A character with this ability may be compelled to gloat in such circumstances. The Doctor needed a spinning disc to hypnotize Aggedor on Peladon.

It represents scientific knowledge. technologically advanced locks need to be tackled by someone who is adept at Electronics or MacGuffin. Mechanics [Knowledge] Engines and machines are complicated. a character with the Lockpicking and Safecracking ability can open mechanical locks and break into safes with combination locks. The Doctor might use his MacGuffin ability to convert a transistor radio into a short-range radio transmitter or to convert a length of electrical cable. A character inflicts Wounds equal to his Strength when making a Martial Arts attack. counter poisons or to speed healing and recovery. Linguistics [Knowledge] Linguistics is the ability to learn and understand languages. It is invaluable when trying to set co-ordinates for the TARDIS or to calculate how long it will take to travel anywhere. Lockpicking and Safecracking [Control] Whether equipped with a bent hairpin or skeleton keys. chandeliers or tree branches. perfected Venusian Karate. Mathematicians are almost human in comparison with statisticians. With the right parts such a character could build an engine or repair one. such a character may have to undertake research in a laboratory before he knows which drug will be effective. however. for example. however. enabling him quickly to knock out or disable opponents. Characters with Keen Sight. The third Doctor. all guns work in the same way. inspiration and a grasp of the weaknesses of an enemy. Should communication prove impossible. If a patient’s condition is unusual or unknown. are discomforted by bright lights and they cannot see in complete darkness. Electronic. Leaping [Control] Whether through athletic training or natural ability. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. Law [Knowledge] Law is the ability to understand and debate legal points and to present cases. Marksmanship [Control] A character with the Marksmanship ability can shoot firearms or blasters accurately. and provided that a character understands how a primitive or technologically advanced gun works he can apply his Marksmanship ability in combat. MacGuffin [Knowledge] MacGuffin is the ability to build gadgets out of available parts to be able to defeat an enemy or get out of sticky situations. It may prove useless. who can also jump up to grab ledges. Linguistics allows a character to study and learn a language so that basic desires and intents can be expressed. the character is adept at leaping great distances. If he wishes to only slightly injure an opponent he can choose to inflict Wounds equal to half his Strength.DOCTOR WHO — TIME LORD Keen Sight [Awareness] A character with Keen Sight can spot objects at a greater distance than other characters and has a greater chance of finding objects that can be located by sight. The character must have a tool of some type with which he can open the lock: it is impossible with only fingers. depending on the laws of the society in which a character with this ability finds himself. It is rarely needed because many of the people that the Doctor and his companions encounter speak English. Mathematics [Knowledge] Mathematics is the ability to perform mental gymnastics with numbers and abstracts. In essence. a transformer and an assortment of electronic parts into a force-field generator. Gaping chasms present little challenge to such a character. There are many types of martial arts. Martial Arts [Control] Martial Arts is a specialized form of unarmed combat which allows a character to make deadly attacks with his fists and feet as well as to dodge and block incoming attacks. but a character with Mechanics understands them. Medicine [Knowledge] A character with Medicine knows how to use drugs or plants to cure diseases. and a player should try to make the one his character practises distinctive. 44 .

pseudoscience could have been used to come up with name of the effect and provide a brief explanation. Quick Recovery [Strength] A character with Quick Recovery heals or recovers consciousness faster than most people. Pain Resistance [Strength] Pain Resistance is the ability to tolerate the effects of wounds and torture. Occultism [Knowledge] A character with Occultism knows about the white and black magic practices of witches. Musicianship [Awareness] Musicianship is the ability to play musical instruments. The Quick Recovery ability is added to the character’s Strength whenever he tries to regain consciousness or makes a healing roll.DOCTOR WHO — TIME LORD Mountaineering [Control] The Mountaineering ability indicates that a character can climb awkward rock faces and knows how to tackle easy ones using only handholds. he will find it hard to fly the vehicle. such as guitar. faces. piano or recorder. A character with Pseudoscience has the ability to baffle people with science. the character must be conscious to use it. He can also produce antidotes. Pseudoscience [Knowledge] Pseudoscience is the ability quickly to come up with convincing scientific arguments or explanations which either sound impressive or are accurate but confusing. angles and speeds. The ability also implies a familiarity with superstitions and old sayings. Regenerative Powers typically allow repairs or healing to occur at the end of each research turn. Piloting [Move] The Piloting ability allows a character to fly aircraft. for example. extends to repairing only his electronic circuits. rooms. The Doctor once started to explain the Blinovitch limitation effect to Jo Grant about time travel in The Day of the Daleks. Poisons [Knowledge] This ability indicates the character knows how to formulate or extract poisons. rockets or spaceships. 45 . druids and the like. Refined Palate [Awareness] A character who has a Refined Palate has an exceptionally well developed sense of taste. It is purely a visual skill and does not imply an ability to remember names unless they have been printed next to a picture. a Time Lord uses this ability to change his form to overcome massive tissue damage. Precision [Awareness] The character with this ability is uncannily accurate at judging distances. If the manner of travel is more advanced than that associated with the technology of the character’s time and space. The ability to play one kind of instrument may be applicable to another: a character who could play the guitar should also be able to adjust to a lute. K9’s use of this ability. The ability is of no use if the character has succumbed to his wounds. Such a character appreciates good food and drink and can sense when something doesn’t taste as it should do. Photographic Memory [Knowledge] Photographic Memory is the ability to observe and remember in perfect detail diagrams. reams of secret plans and the shape and size of objects. Navigation [Knowledge] Navigation is the ability of a character to use the stars that are visible from his native planet to chart a course over land or sea. A character with a Refined Palate in ancient times would probably find himself employed as a food-taster. Regenerative Powers [Strength] Regenerative Powers is the ability to self-heal or repair damaged parts of the body. A character with this ability should choose which instrument he can play. although he would undoubtedly be able to help another more skilled pilot. It increases a character’s chance of resisting the effects of wounds when they are inflicted. Pseudoscience can be made into a personality trait of a character: the Doctor would not explain that a piece of apparatus had blown a fuse without first declaring that the temporal feedback circuit had overloaded.

melodic singing voice which other people regard as pleasant to listen to. A character with this ability should avoid noisome locations and unwashed barbarians. for example. but original uses of this ability shouldn’t be discounted: Victoria’s screams were amplified to kill a parasitic weed in Fury from the Deep. He has a strong. This might allow him to smell gas or chemicals before they can harm him. Sleight of Hand [Control] Sleight of Hand is the ability to manipulate objects without being noticed: it is typically used to pick a person’s pockets. the character’s Riding is added to the animal’s Move. for example. In The Ark in Space . It can also be used to repair robots and alter their personalities. Serendipity [Awareness] Serendipity is the ability to make happy chance finds. Sense of Balance also allows characters to perform tricks such as spinning plates on poles or to run egg and spoon races with little danger of breaking anything. sometimes only partial. Sense of Balance [Control] A character who has Sense of Balance is perfectly at ease on a tightrope or on a narrow ledge because their natural balance is so good that they are unlikely to fall. have a Special Immunity to heat and a Special Immunity to cold. 46 . Running [Move] A character with the Running ability is especially quick. although it may seem disastrous at the time the event does some good. such as physics. A character with Serendipity can make the find or be responsible for events leading up to it. more routinely it might be used to produce a small bag of jelly babies as required. chemistry or biology. Instead of moving normally he can opt to run: his Move is increased by the value of his Running ability. Singing [Awareness] A character with Singing has received vocal training. tunnels or ventilation shafts. Special Immunity [Strength] Special Immunity conveys additional. the Doctor produces a cricket ball for Harry Sullivan to throw at a panel. Sailing [Move] Sailing is the ability to handle small sailing craft such as dinghies. spilled a jar of powdered mushrooms over the Doctor’s microscope slides in The Green Death which led to the discovery that the fungus was deadly to a species of mutant giant maggots. A character could be immune to the effects of a specific poison. Science [Knowledge] Science is the ability to understand and apply the principles of the main sciences. Players may specify which sciences their characters are particularly adept at. Riding [Move] Riding is the ability to control and stay on animals such as horses with or without stirrups. A character may make a mistake or clumsily knock over something. or could be used to appreciate food and drink. yachts and windsurfers. The item need not be recorded on the character sheet: it is assumed that the character habitually carries an assortment of junk in his pockets.DOCTOR WHO — TIME LORD Resourceful Pockets [Awareness] Resourceful Pockets is a character’s ability to find useful objects in his pockets. for example. to palm small objects or even to cheat people at cards. resistance to a type of attack or substance. or a type of energy. It also allows a character to spur a mount to move faster. Screaming [Awareness] Screaming is the ability to make a noise that can be heard through miles of catacombs. although the extremes of either will ultimately affect them. Jo Grant. Its main purpose is to alert the Doctor that one of his companions is in distress. Cybermen. Robotics [Knowledge] Robotics is the ability to build and program robots as well as to understand how robotic minds think. Sensitive Nose [Awareness] A character with a Sensitive Nose has a keen sense of smell. saddles and reins.

47 . The weapon’s Wounds rating is used instead of the character’s if the weapon hits its target. Stealth [Control] Stealth is the ability to move quietly. The ability also applies to rocks and other improvised weapons such as bits of furniture or ornaments. a companion with a pretty face might be more able to convince a security guard to let her pass. Striking Appearance [Awareness] Attractive or handsome characters have the Striking Appearance ability. animals and climate of his native environment. This affects how other characters react to them. the Strong Passion ability is added to the character’s Determination to give them extra mental staying power. to hide in cover or to do both at once. Strong Passion [Determination] A character with the Strong Passion ability has a strong emotional attachment for someone. the more likely he is to survive. Thrown Weapons [Control] A character with the Thrown Weapons ability can accurately throw weapons such as javelins. axes and daggers. Wilderness Lore [Knowledge] A character with Wilderness Lore is familiar with the plants. Transmat [Knowledge] Transmat is the ability to operate and understand Transmat. Wilderness Lore means the character knows what he should and should not eat. and the greater his ability. to work out what is needed to repair it. the sports ability is added to the character’s Control. If the object of their affections is ever in danger. Temporal Science [Knowledge] Temporal Science is the ability to understand the theories and limitations of time travel. those with the Swimming ability can swim well and cope with strong currents. this does not mean he can fully control it. and which large animals are dangerous. Swimming [Move] Characters are assumed to be able to swim to a limited degree.DOCTOR WHO — TIME LORD Sports [Control] A character with Sports should choose a sport at which he is adept. Characters without the TARDIS ability cannot do much more than open the doors of this time and space machine. when something goes wrong. TARDIS [Knowledge] TARDIS is the ability to operate the TARDIS’s controls and. Characters who are trying to spot someone who is hidden or moving stealthily match their Awareness against the character’s Stealth. In situations where skills learned in the sport could help the character. football or rugby. an instant form of travel by matter transmission. Tracking [Awareness] Tracking is the ability to follow the trail of a person or animal by identifying footprints or noticing clues such as broken twigs and bent blades of grass. Although a character may have the TARDIS ability. Ventriloquism [Awareness] A character with Ventriloquism can throw his voice to make it seem as if the sound comes from a source some distance away. such as cricket. which reptiles and insects are poisonous.

It is important to remember that only the player whose character is attacking rolls the dice. Whatever the player decides to do. and the bows and thrown spears of primitive tribes. The defender may also be referred to as the target when he is attacked by a character who is using a ranged weapon. in which case the total of his Control and his special ability is used. Although each player will resolve his character’s actions in turn. PROCEDURE Each player decides what his character is going to do during the turn. An attack made in combat counts as the character’s one action for a round. Within an area there are no restrictions on who can attack whom. There is one option that can be chosen during an action turn: n Abandon any previously stated intention. A character has five options he can choose from at the beginning of an action turn: n Stay in the same area and do nothing except recover from any wounds. Both types of combat use the same procedure. her ability is 7 if she strikes with an edged weapon such as her knife. whether in the form of a simple duel between two people or a confused melee that involves dozens of characters. All actions in one turn of combat are assumed to occur at the same time. 7 and 6. It covers attacks made by weapons such as Dalek guns. Only characters in the same area can attack each other in close combat. however. Someone armed with a ranged weapon can fire at a target in the same area or one typically up to six areas away. n Stay in the same area and perform an action while evading or parrying an attack from any one specified opponent. Sometimes. This value may be enhanced by abilities such as Edged Weapons. The main difference between ranged weapons combat and close combat is the distance over which each takes place. it is 6 if she shoots a crossbow in ranged weapons combat. Leela’s abilities are Control 5. as his action. it is known as the character’s Attack. The Doctor. n Stay in the same area and dodge any attack made against him. however. Her Attack is respectively 5. Edged Weapons 2 and Archery 1. the submachine-guns and rifles of UNIT troops. It may be that some characters do nothing that is relevant to combat: they might choose to make use of other abilities. stay in the same area and perform an action at an increased difficulty of 2. Close combat takes place between characters who are in the same area. That player’s character hits if he overcomes his opponent’s defences. n Move a number of areas whose difficulty is less than his Move ability (including any special abilities) and perform an action while evading or parrying an attack from one specified opponent. the Doctor and his companions have no choice: they must resort to violence to get out of an awkward situation. Whether this value is Control on its own or Control enhanced by another ability. Martial Arts or Marksmanship. could move and. and keeps track of the results. The referee decides which actions are resolved first. performing an action usually means attacking an opponent. but no attacks can be made using close combat on anyone outside that area. n Try to move a number of areas whose difficulty is greater than or equal to his Move ability (including any special abilities such as Running) by beating the difference. The character whose attack is being resolved is called the attacker. It covers fisticuffs and swordplay. Such a character forfeits any right to attack or defend. 48 . There are two types of physical combat: close combat and ranged weapons combat. Ranged weapons combat is fighting that takes place at a distance. the results are applied only after all characters have had a turn. whether in primitive or technologically advanced cultures. ATTACK AND DEFENCE A character’s skill at making attacks in combat is his Control. for example. Few of the Doctor’s companions can come through more than a fist-fight unscathed. Success largely depends on choosing the right moment to act. attempt to reset the controls of a runaway machine. it can also be an attempt to use any ability.DOCTOR WHO — TIME LORD COMBAT Fighting is a dangerous pursuit. he waits until the referee asks him before revealing his action. Although in all these options. Characters who are not involved in combat. and attacking a creature that is armed with a powerful energy weapon is foolhardy. may move about the same area or be engaged in other tasks at the same time. which is why they have such freedom to act in an area. his opponent is the defender. Her ability to attack in close combat is 5 if she strikes with her fist. Characters are assumed to be moving about rather than remaining stationary while they are in combat.

A defender who parries has a Defence equal to the sum of his Size. If the defender evades. in which case the best option is to dodge all the attacks. He must use a weapon to parry an attack. The basic Defence of a character against an attack is his Size. such as the Doctor attempting to reset the controls of a Zygodon machine using his Knowledge ability. This ability applies to any and all attacks made against the character in one round: Size is the inherent difficulty of hitting a person. Sometimes a character will have more than one attack made against him. would be added to Move. an unarmed character. the distance to the target in areas at the end of the turn is added to the target’s Defence. The Running special ability. A character who attacks and defends in close combat during the same turn can increase his Defence by parrying or evading one opponent’s blow. stay in the same area and perform an action2 1 Ability — Defence in close combat Size Defence in ranged combat Size + Range — Relevant ability1 Size + Control1 Size (+ Control1 against a specified opponent) Size + Range + Control1 Size + Range (+ Control1 against a specified opponent) — Size Size + Range Relevant ability1 minus the number of areas moved Size (+Control1 against a specified opponent) Size + Range (+Control1 against a specified opponent) Relevant ability1 –2 Size Size + Range These abilities include any relevant special abilities. his Defence is the sum of his Size and 49 . In ranged weapons combat. but it can also mean attempting to use any ability. for example.DOCTOR WHO — TIME LORD Table 2: Character options in an action turn Option — to be stated at the start of the turn Stay in the same area and recover/do nothing Stay in the same area and dodge all attacks Stay in the same area and perform an action2 while evading or parrying an attack from one specified opponent Try to move a number of areas whose difficulty is greater than the character’s Move1 by beating the difference Move a number of areas whose difficulty is less than the character’s Move1 and perform an action2 while evading or parrying an attack from a specified opponent Option — to be stated during an action turn Abandon any previously stated intention. unless he has the Martial Arts ability. Even a character who was going to attack can change his mind and choose to dodge should he discover that more than one attack is going to be made against him. 2 Performing an action will often mean attacking an opponent. A dodging character forfeits any right to attack but has a Defence equal to the sum of his Size and Control against any attack made against him that he is aware of. Control and ability with the parrying weapon. can only evade.

A parry or evasion can be applied to only one attack. In ranged weapons combat using a crossbow. If Attack is equal to or less than the opponent’s Defence. The player and Leela learn the hard way that Cybermen are generally immune to arrows. She would need a difference of 2 or more on the dice to hit an opponent with Defence 8. If the number of Wounds against the defender is equal to or less than his Strength. The effects of wounds are worked out direct if the defender does not wear armour.DOCTOR WHO — TIME LORD Control. Leela has Attack 7 with her knife (Control 5 plus Edged Weapons 2). Her basic Defence against ranged weapons attacks is 3 if the attacker is in the same area. Leela’s abilities are Control 5. She would automatically hit a target with Defence 5. WOUNDS The amount of physical harm that any attack does to a target is measured in wounds. however. When a character hits an opponent in combat. decides in which order any attacks are made. Leela fires a bolt from her crossbow and inflicts 4 Wounds against a Cyberman that has Armour 9. because the range is 0 areas. Against an opponent with a Defence of 7 or more. he inflicts a number of Wounds appropriate to the weapon he is using. A character feels the effects of Wounds only if they overcome his Strength. The number of Wounds inflicted is compared with the protection of the armour. then the character hits the defender if his player can beat the difference between Attack and Defence by the difference rolled on the dice. although the effects of this may not immediately be noticed. which is expressed as Armour 4. Against a target with Defence 7. not the players. is always recorded whether or not he is overcome by them. for example. She has Defence 8 against any attack made against her if she dodges. her Defence is 5 against an attacker who is 2 areas away. her player would need to beat a difference of 1 on the dice. Leela’s Attack is 6 (Control 5 plus Archery 1). It may be that he elects to resolve all the referee characters’ attacks before determining the results of the player characters’ attacks. If she dodges her Defence is 8 and 10 respectively at those ranges. such as a stationary Size 3 opponent at a range of 2 areas. the attacker needs to beat the difference between these values to wound the defender. such as a dodging Size 3 opponent with Control 3 at a range of one area. RESOLVING AN ATTACK A player who declares that his character is attacking waits until the referee is ready to resolve his action. it is 8 if she evades. Her Defence against one close combat attack is 10 if she parries with a knife. the character’s Size is his Defence against any other attacks. Bolts fired from her crossbow inflict 4 Wounds each. Her basic Defence against any attack is 3. The metallic skin of a Cyberman makes it hard to destroy even when using a blaster. ARMOUR Some of the Doctor’s enemies wear armour that may protect them from the Wounds inflicted by an attack. The blow automatically hits if Attack is greater than the opponent’s Defence. The total number of Wounds that a character receives. the attacker must beat the difference between Strength and Wounds to overcome the defender. Armour 8 and so on. Daleks. are encased in an armoured shell that protects the creature inside from most small-arms. She could still make an attack and then choose to parry or evade one attack made against her. her player would need to roll the dice to beat the difference between Leela’s Attack and her adversary’s Defence. Ranged weapons attacks can be evaded or dodged but not parried. All the damage gets through and injures the target if the number of Wounds is greater that the protection of the armour. Her player needs to beat a difference of 5 to get through the armour and wound the Cyberman. The defender is automatically overcome if the number of Wounds inflicted is greater than his Strength. The referee. She would automatically hit anyone who had a Defence of 6 or less. Leela inflicts 4 Wounds with her knife if she beats an opponent’s Defence. If the number of Wounds is equal to or less than the protection of the armour. She inflicts 2 Wounds (half her Strength of 5 rounded down) if she uses her fists. 50 . Size 3 and Edged Weapons 2. EFFECTS OF WOUNDS Wounds always injure a character. which is impossible because she can only equal that difference. Armour absorbs either all or none of the Wounds from an attack. Any player whose character is making an attack compares the appropriate Attack with the Defence of the opponent. All the Wounds are inflicted if the protection of the armour is beaten.

An overcome character may be near to death or even dead depending on the number of Wounds he has taken. an aimed attack can be made at the opponent’s weapon itself. If two or more people restrain someone. to restrain an opponent’s weapon arm. aiming to beat the weapon’s Strength in order to break it. such as fists. the attacker must beat the difference between his Strength and the defender’s Strength to restrain his opponent. or might try to aim blows to disable or disarm opponents rather than kill them. near to death or dead. evading or dodging are simply techniques to get out of the way. he may move or attack next round as normal. Sometimes two characters will try to grapple each other. except that the player states his character is going to grapple an opponent when asked to declare his action. although it may be better. the size of this target is used to determine the opponent’s Defence. Aiming does not affect the procedure for combat: the Size of the specific part of the target is used instead of the target’s usual Size. typically Size plus Control and an ability such as Brawling. by making an aimed attack at his enemy’s weapon arm. Any character who is not overcome by his wounds can continue to act normally. the characters are wrestling for an advantage. neither character has a hold on the other. The base difficulty is calculated from the character with the highest abilities. If the grappling attack succeeds. the weapon is dropped but the defender is not injured. Alternatively. 51 . rather than try to harm him. Grappling Few of the Doctor’s companions use weapons to attack opponents: they either indulge in fisticuffs or try to restrain or wrestle with an enemy. An area that contains more than five characters becomes crowded. and the total number of Wounds against a character should be recorded. The person restraining him is assumed to be trying to prevent this escape. The soldier is Size 3 but presents only his head and shoulder as a target: the rest is of him is protected by a wall. however. No character may use a ranged weapon in a crowded area. Whoever breaks free first while retaining hold of his opponent gains the upper hand. His player should bear in mind. Inventive players may come up with a special move that requires careful adjudication. The player states that his character is doing so as his action for a turn. If both attacks fail. typically Size 5. Disarming An attacker can deliberately try to disarm an opponent. whether a character is overcome or resists the effects. The biggest target that an attacker can grapple is the chest and arms of his opponent. He presents a Size 5 (head and shoulders) target to determine his Defence against Leela’s attack. a Cyberman is especially vulnerable to gold items shot into the grille on its chest unit. This type of combat is used to capture opponents unharmed for questioning. Characters also have to aim if they have to shoot at partly obscured targets. each additional character adds one to the difficulty of breaking free. depending on circumstances. Control and relevant grappling ability of his captor to break free. The character needs to beat the difference between his Strength and sum of the Strength. Leela aims her crossbow at an enemy soldier who is shooting at her from around a corner. Characters in a crowded area may use only short weapons. Grappling attacks do not wound the defender. He should say which part of his opponent he is going to restrain. If the Wounds inflicted beat the Strength of the opponent. A Dalek’s eye-stalk is vital if it is to see but is less heavily armoured than its body. Grappling is resolved in the same way as hand to hand combat. that the character is wounded and that further injury could easily result in death. A restrained character with a grappling ability can elect to use this and his Control instead of Strength. Each resolves his attack as normal. but may still resolve his attack if he has yet to do so.DOCTOR WHO — TIME LORD A character who is overcome falls unconscious to the ground at the end of the turn. A defender may use any defensive ability he feels is appropriate: parrying is interpreted as using a weapon to intimidate the attacker. If he succeeds. Crowding Up to five characters can be in one area without impeding one another: anyone in such an area can act freely. or natural weapons. SPECIAL RULES Combat is not always straightforward. although people outside a crowded area can fire at targets in that area. such as knives. If both attacks succeed. Anyone who grapples has a Defence equal to his grappling ability. Aiming Some creatures are too tough to be beaten in a straight fight and often the only way to defeat them is to attack a weak spot. such as a guard crouching behind a crate and whose head is the only visible part of his body. This determines whether the character is unconscious. A character who is restrained in this way may attempt to break free in subsequent turns. Wounds are cumulative.

depends on the Size of the area (typically Size 2 for an area measuring 3 metres by 3 metres) and the range (as thrown weapons. indicating an overshoot of one area). therefore. Any characters that are in the same area can combine the fire from the same type of ranged weapons. The difficulty. One minus the result on the dice is the number of areas away from the target area that a grenade lands if the attack misses. A snapshot is equivalent to choosing the sixth action turn option: the character remains in the same area and abandons what he originally intended to do. The grenade still travels along the original line of fire it was intended to be projected along and explodes in its new area. rather they are aimed at a particular area. giving people in the area a chance to move away or even to pick up the grenade and throw it back! A UNIT soldier with Control 3 throws a grenade at a Size 2 area containing a group of Cybermen. adds one to this Attack. A snapshot could also be made to shoot at a target before it moves out of range. may fall short or even overshoot. at a Raston Robot. The overall Attack of all five Cybermen firing at one target is 9. to his target. This is likely if a target comes into view only briefly in the round. If one minus the result on the dice is zero. Regardless of the number of characters involved in group fire. the attacker has hit the nearest friend. A Cyber-lieutenant with Control 3 and Marksmanship 2 directs the fire of four other Cybermen. perhaps one that is partly concealed by cover or one that must be disabled by shooting at a weak point. each with Control 3 and Marksmanship 1. say by running across an opening. restraining him and resisting any attempts to break free. The attack is resolved the same way as a normal ranged weapons attack. If the attack misses yet would ordinarily beat the unadjusted Defence of the target. the grenade would have landed in the same area as the Cybermen but exploded only next turn. The Defence of a target in a group is increased by the number of the attacker’s friends or allies in that group. The grenade lands one area further away than intended (one minus the result is plus one. Grenades Area weapons such as grenades or dynamite are not aimed at people. grenades have a maximum range of three areas). or can attempt wrestling attacks such as picking up his opponent and throwing him to the ground! The referee should flexibly interpret an inventive player’s wishes and work out appropriate difficulties. still causing damage to people or property — this is only likely if characters with low ability try throwing a grenade at a range of 2–3 areas. however. Each additional character. by line of sight. and his ability is used as the base Attack to hit the target. The range is three areas.DOCTOR WHO — TIME LORD Once a character has successfully restrained an opponent he can hold on to him. resulting in a Defence of 5. which means it can direct the fire of five Cybermen — itself and the four it is leading. up to a maximum of the fire-director’s ability. except that the difficulty is increased by two. The character with the highest appropriate combat ability directs fire. A negative number means the grenade undershoots by that many areas. Snapshot A snapshot is any ranged weapons attack that is made without preparation. Shooting into melees Shooting a ranged weapon into a group of friends and enemies is a dangerous pursuit: the attacker is as likely to hit a friend as he is to hit an enemy. The Cyber-lieutenant has Attack 5. Had he rolled a result of 1. The Defence of the attacker’s friend is immaterial: he is automatically hit in this instance. a positive number means the grenade overshoots by that many areas. Group fire Soldiers use group fire with ranged weapons to stand a better chance of hitting a target. the grenade still lands in its target area but it does not explode that turn: it explodes in the next action turn. It is possible that once it becomes clear where everyone is moving that a player will want his character to fire at a different target from the one he originally intended. He has to beat a difference of 2 to succeed but rolls double 6 — a result of 0. 52 . An attack that misses. the Wounds for only one hit is used to overcome the opponent.

such as a sword. The threat of being hit can prove more effective than actually striking or firing at a character. teeth and claws are all natural weapons. Blunt weapons A blunt weapon is a weapon that does not have a cutting edge or a point that is used for thrusting.) A hard natural weapon is more effective: it inflicts Wounds equal to the character’s Strength. In the game they can be used to attack only opponents that are in the same area as the wielder. the Doctor and his companions may have to fight to survive or attain an objective. Edged weapons A weapon with a sharp cutting edge or which has a point used for thrusting is treated as an edged weapon. usually from zero to six areas away. The weakness of fist attacks is one of the main reasons why characters choose to use something better. In the course of their adventures. There are four categories of ranged weapons: thrown weapons. although this would not damage anyone. A blow from a sword is quite likely to put down most human opponents: only someone who is heavily armoured or quite strong will be able to fight on. are best qualified to survive a fight. the dice should still be rolled to determine whether the weak blow knocks out its target. they are more likely to be threatened by opponents that use them. from carrying weapons. Like blunt weapons. say. The referee and the players should be prepared to adapt to circumstances. Swords. bows. The wounds inflicted. There is good reason for keeping out of the way of weapons: they are dangerous. the butt of a gun or a household object such as a vase or a chair are all blunt weapons. who would probably feel uneasy if he didn’t have his dirk. Natural weapons can be either soft or hard: fists and feet are soft because they are fleshy. Weapons are best left to those who are able to handle them skilfully. feet. firearms and blasters. however. Close-combat weapons can be used only against nearby opponents. An attacker who hits his opponent too many times or who is exceptionally strong may well be capable of killing an opponent. such trained warriors will be more useful than someone who does not know one end of a blaster from another. An edged weapon inflicts 4 Wounds.DOCTOR WHO — TIME LORD WEAPONS The Doctor and his companions rarely use weapons. Ranged weapons are used to attack opponents at a distance. who might carry a revolver. however. (A Strength 1 person would inflict 0 Wounds. There are always exceptions. teeth. Such a character may also attempt to deflect attacks as if he were trying to parry them. axes and spears are all edged weapons. When an adventure reaches a sticky moment where only a fight will allow the Doctor and his companions to continue. CLOSE-COMBAT WEAPONS Natural weapons Any attack which is made with a part of a creature’s body is made with a natural weapon: fists. claws and horns are hard. they are more likely to knock out an opponent when they hit. edged weapons inflict more wounds than a character’s fist could. however. Edged weapons damage vital organs. Because blunt weapons inflict more wounds than most characters’ fists. either killing an opponent or knocking them out owing to the pain of the wound. A club made from a tree branch. any halves are rounded down. They are unlikely to kill most opponents because they inflict fewer wounds than. A soft natural weapon inflicts Wounds equal to half the character’s Strength. Unless companions have a good reason for being armed they should be discouraged. chitinous mandibles. Characters such as the Brigadier. 53 . as Tegan proved in Earthshock when she grabbed a Cyberman’s blaster and capably blew away its colleagues. A character who has the Martial Arts ability strikes with his hands and feet as if he were using hard natural weapons. Companions are often ordinary people who have just become mixed up with the Doctor’s travels. A Cyberman is an especially dangerous: its hard metal fist inflicts 6 Wounds — it is as lethal as a blaster. One blow from any weapon is usually sufficient to seriously injure a companion or the Doctor. Soft natural weapons may not be used to parry attacks other than those made by soft natural weapons. The number of wounds that a weapon inflicts on an opponent depends on its category. Blunt weapons inflict 3 Wounds. Attacks made with fists or feet do not usually injure an opponent sufficiently to kill him. and Jamie. a blaster or a rifle. blunt weapons and edged weapons. a medieval knight’s mace. they are not mercenaries who plunder time and space while armed to the teeth. rapiers. There are three categories of close-combat weapons: natural weapons. His attacks inflict Wounds equal to his strength. are often sufficient to knock out an opponent for an action turn. perhaps by the Doctor. Weapons are divided into two categories: close-combat weapons and ranged weapons.

Bows Bows and crossbows have a maximum range of five areas. blasters and bows are simple compared with firearms. Thrown weapons have a maximum range of three areas. A light thrown weapon is usually no more than a foot or so long. Yates and other UNIT soldiers would typically carry guns in the Doctor’s TARDIS. Although a firearm is easy to use. rocks and household objects such as vases or other ornaments. An arrow fired from a bow inflicts 4 Wounds. throwing knives and small rocks. javelins and boulders. Only the Brigadier. There are two types of thrown weapon: light and heavy. Benton. it is complicated by the mechanisms and loading procedures that different designs have necessitated. giving it a maximum rate of fire of one shot every three action turns. giving it a maximum rate of fire of one shot every two action turns. the best defence is to run away. A crossbow requires two actions to cock and load. It takes an action to string an arrow for a long or compound bow. spears. Most 54 . hard Blunt weapons Edged weapons Wounds 1/2 x Strength Strength 3 4 Table 4: Ranged weapons Category Blaster (alien) Blaster (Earth type) Bows Light thrown weapons Heavy thrown weapons Pistol Revolver Rifle Shotgun Submachine-gun 1 The Range (areas) —1 —1 5 3 3 4 4 —1 4 —1 Wounds 8 6 4 3 4 5 5 5 5 5 or 6 range of these weapons is in effect limited only by the difficulty of the target and the skill of the user RANGED WEAPONS Thrown weapons Missile weapons that are held in the hand and hurled at their target are thrown weapons. The category includes daggers. but they would probably feel uncomfortable without their weapons! Guns are also notoriously ineffective against creatures such as Daleks or creations of antimatter. Guns should be treated more as a threat: they are often used to intimidate at close range.DOCTOR WHO — TIME LORD Table 3: Close-combat weapons Category Natural weapons. although many of them are prepared to pick up a gun and use it if necessary. A heavy thrown weapon is either long or bulky: the class includes spears. heavy thrown weapons inflict 4 Wounds. The category includes daggers. FIREARMS It is unusual for the Doctor’s companions to carry firearms. soft Natural weapons. although an especially powerful bow might have a range of six areas. Close-combat weapons. Light thrown weapons inflict 3 Wounds.

Guns with magazines Rifles with magazines. A submachine-gun inflicts 5 Wounds on each target when it is set to single shot or used to fire into an area. however. All breech-loaders take one action to reload. which gives them a maximum rate of fire of one shot every two action turns. one after the other in different turns: its rate of fire is two shots every three action turns. This time-consuming process gives them a slow rate of fire. It shoots powerful bolts of energy which are capable of damaging steel and concrete. and submachine-guns typically have 30-shot magazines. A submachine-gun set to automatic expends 10 shots in a burst. Even the Daleks had recourse to a machine-gun when their blasters failed them on the energy-draining planet of Exxilon. a single hit is enough to put down most opponents. whether they are able to reload it or understand how it works is another matter. automatic pistols and submachine-guns can be fired each turn until their ammunition runs out. Different cultures in the 55 . revolvers. The term embraces flintlock pistols. Shotguns are classed as breech-loading guns. Referees who wish fully to detail actual weapons should feel free to do so. it is one shot every four action turns for a musket. Muskets increase the difficulty to hit a target by 1 because they are inaccurate. Soldiers in UNIT or from the time of the English Civil War or the French Revolution would typically be armed with a firearm of some type. regardless of the ammunition used.DOCTOR WHO — TIME LORD characters in TIME LORD should be able to pick up a gun and fire it. muskets and rifles. BLASTERS A blaster is a firearm with a short range but devastating effect. A double-barrelled shotgun. It takes one action to replace a magazine with a fresh one. The first determines how long it takes to reload a gun before it can be fired. other magazines take two actions for every six shots they contain. Revolvers. Firearms are classified according to their loading mechanism and their power. It takes two actions to reload a muzzle-loading pistol. Rifles and muskets A rifle or musket inflicts 5 Wounds. inflict 5 Wounds and have a maximum range of four areas. GUN TYPES Submachine-guns Submachine-guns can be set to fire single shots or in bursts. a maximum of three bursts can typically be fired using the same magazine. He would. the only important information is how many rounds a gun can fire before it runs out of ammunition. The fastest rate of fire possible with a flintlock pistol is one shot every three action turns. weapons used by soldiers in some of the most violent conflicts of Earth’s history. revolvers. Single-shot setting increases the difficulty to hit a target by one. and three actions to reload a muzzle-loading musket or rifle. for example. revolvers and shotguns All pistols. A firearm is a small gun that uses an explosive charge to fire a bullet. All guns can be used as makeshift blunt weapons in hand to hand combat. Blunt weapons or brawling abilities are appropriate to this use: any gun used this way inflicts 3 Wounds. Pistols. A submachine-gun set to automatic fire can attack either all the targets in an area — it cannot discriminate between friend and foe! — or one target. roll three times to hit three targets. increasing the damage done. can be reloaded as one action and is then ready to fire two shots. the second determines the number of Wounds that a gun inflicts. Breech-loaders Breech-loading guns are faster to reload than muzzle-loaders. The attacker rolls to hit each target in the area into which he is shooting. LOADING MECHANISMS Muzzle-loaders Early firearms are loaded by inserting the gunpowder charge and the bullet in the muzzle of the gun and ramming them down to the breech. but longer to reload a magazine or to reload a revolver. Most of the time a referee need not worry about the time it takes to reload such guns. pistols and rifles typically have six-shot magazines. revolvers and shotguns. A magazine or revolver with up to six shots capacity takes two actions to reload. A submachine-gun set on automatic and used to fire at only one target inflicts 6 Wounds.

GRENADES AND EXPLOSIVES Area weapons such as grenades. whereas Daleks have gunsticks which rely on nuclear energy. There are few weak points in a suit of full armour: those that exist are limited to eye-slits and the inside of joints. Yet the blaster is far more flexible as a weapon: it can be used to hit targets at a distance and it can be set to kill or stun opponents. This is enough to seriously injure or kill a typical opponent. A blaster that is set to stun inflicts half the maximum number of wounds it is capable of doing. in which case the explosive shell inflicts 6 Wounds to targets in the area of detonation and 3 Wounds to targets in adjacent areas. a knight’s hauberk and a policeman’s bullet-proof jacket all count as body armour. grenades and areas of effect appear in Part Five. All targets in the primary zone of effect of an explosion are attacked at the full Wounds value of the explosive. body armour and partial armour. Although it may sometimes do no more damage than more primitive weapons such as UNIT’s rifles. sticks of dynamite and cans of nitro-nine need special mention. say. typically inflicting the maximum number of Wounds to targets in the primary zone of effect. an arm or the head. Most Earth soldiers’ blasters inflict a maximum of 6 Wounds. all targets in the secondary zone of effect are attacked at half this value. Yet strong armour is still used by technologically advanced species. all blasters are treated the same way in TIME LORD. It is the type of armour worn by Earth’s medieval knights and alien species such as the Daleks. The zones are calculated the same way as those for explosives in Part Five. Most Earth soldiers’ blasters inflict 3 Wounds when set to stun. which would inflict 6 Wounds in the secondary zone of effect. Ice Warriors and Cybermen. 56 . When a blaster is set to kill it inflicts the maximum number of wounds it is capable of doing. half maximum Wounds in the secondary zone of effect. There are three categories of armour: full armour. UNIT troops frequently resort to bazookas to deal with alien menaces. HEAVY WEAPONS It is unlikely that any character will use more powerful weapons than the hand-held weapons outlined here. body armour always counts against any attack against the wearer unless that attack is aimed at a part of the body that is not covered by the armour. however. Blasters are personal weapons with a limited range. Body armour covers only the wearer’s torso. A suggested Wounds score is 12. Most explosives used in a quantity capable of being thrown. Explosives and grenades attack not only the area they are detonated in but also adjacent areas. A Greek hoplite’s skirt and cuirass. ARMOUR AND SHIELDS Although neither the Doctor nor his companions have much use for armour or shields except as part of a disguise. The Daleks and the Cybermen have both harnessed the properties of alloys and metals to create armour that is tough enough to withstand the firepower of the races they seek to dominate. Soldiers from 21st century Earth and beyond use lasers that use the energy of light. Full armour always counts against any attack against the wearer unless that attack is aimed at a weak point. Body armour would not count against a blow aimed at. their warlike enemies make frequent use of these defences. Primitive societies have more use for armour than advanced ones simply because their ancient weapons are more likely to be deflected by armour: there are few suits of armour that can withstand gunfire and still be practical to wear. Full armour is an all-encasing suit of armour that protects its wearer from top to toe. Larger quantities of explosives inflict proportionately more damage. These weapons have a range of 6 areas and inflict 8 Wounds if they hit. Nitro-nine is more effective: one can inflicts 7 Wounds to targets in the area of detonation and 4 Wounds to targets in adjacent areas. its flexibility more than compensates. The Thrown Weapons ability governs their accuracy when they are thrown into an area. Most soldiers set their blasters to kill. Like full armour. This is usually sufficient to lightly injure a typical opponent and make him fall unconscious. A soldier would be equipped with a blaster in much the same way as he would receive a sword or axe in ancient times. They can also be aimed at an area. the Explosives ability is used to place them accurately for a controlled explosion or for demolition work.DOCTOR WHO — TIME LORD universe have developed blasters which use different forms of energy. Apart from these differences and some slight variations in performance. rounded up. including grenades and bundles of dynamite. Sea Devils’ weapons use heat. which makes the threat of a hit an unpleasant proposition for a character. Full armour is heavy and restricting: the Move of any creature or person wearing it is reduced by 1 unless the armour forms part of its natural skin or an in-built part of its mechanism. although a heavily armoured target such as a Dalek or Cyberman may completely escape damage. Shells from field guns and the like can be improvised in their effect: they are area weapons with an even greater radius of effect than grenades. inflict 6 Wounds on every person in the same area and 3 Wounds to anyone in an adjacent area. Referee’s notes on explosives. depending on their power. some of which have built it into their very form.

It is most commonly worn as a quilted hauberk. 57 . in effect making it Armour 6 against lasers. Armour 3. gauntlets and helmets. his blow does not injure the defender: the armour has deflected or absorbed all of the damage. Overlapping plates of metal provide flexible joints in full suits of this type of armour. partial armour counts only against attacks that are aimed at the part of the body it protects. Shields always increase the difficulty of hitting the wielder. It is typically worn as padding beneath metal armour. is Size 6. does have its uses: it protects vulnerable parts of the body from disabling attacks and allows anyone wearing body armour to reduce the number of vulnerable points. It is the type of armour typically worn by castle guards. Leela’s armour does not protect her if an attack hits one of these areas. Soft leather is little better than padded cloth. a larger shield increases the difficulty by 2. Plastic-fibre armour rates as Armour 5. Plate metal armour is the beaten breastplates of Greek warriors or the full suits of armour worn by late medieval knights. A buckler increases the difficulty by 1. it has no general effect against attacks. in some ancient civilizations it is even the best armour that can be produced. Her arm. Flexible metal armour comprises linked rings of metal or small scales of metal sewn to a leather undercoat and is commonly known as mail or scale armour. It rates as Armour 5 and is the best that can be achieved through Earth’s metalworking techniques. Armour 8 and so on. arms or legs. Tough leather is Armour 3. however. Leela could also add any benefits from dodging or parrying to her defence. Primitive armour Padded cloth is the most basic type of armour and affords little protection. plastic-fibre armour does not reduce the Move of its wearer. They are effective only against attacks from the front and shield side that the wielder is aware of. If the attacker fails to beat the difference between Wounds and Armour. If the attacker beats the difference between Wounds and Armour. leggings. however. Tough leather is soft leather armour that has been specially treated. Many helmets also count as plate metal armour. who is Size 4. It rates as Armour 4. Shields are a special type of partial armour. Any attack whose Wounds are greater than the defender’s Armour automatically gets through the armour. his blow lands as if the defender were wearing no armour and he tests to overcome the defender’s Strength as normal. sleeves.DOCTOR WHO — TIME LORD Partial armour is the individual elements of armour that go into making up a full suit of armour: it includes greaves. If worn as full armour. although exceptionally thick and heavy winter clothing may give the same effect. Padded cloth is Armour 1. Soft leather is Armour 2. but also includes leather jerkins and biker’s leathers. impact-resistant plastic fibres woven together into a cloth or bonded into strong plates. sometimes with sleeves. unless they choose to make an aimed attack at her head. The protection that armour affords depends on the material from which it is made. the tin hat of an English Tommy from the First World War or a Gallifreyan guard’s headpiece it is a useful defence against a sly attack from behind. Advanced armour Plastic-fibre armour consists of strong. It counts as plastic-fibre armour but with the ability of Special Immunity 1 against laser light. Unlike full armour and body armour. making it a far harder target to hit than Leela as a whole. where the number is the difficulty that must be overcome by the Wounds inflicted by the attack. vambraces. Anyone attacking her has to get through this armour if they hit. It is the material used to make bulletproof vests and riot gear and offers protection against attack in a lightweight form. Leela’s durable leather clothing is the equivalent of tough leather body armour: she has Armour 3 covering her chest and abdomen. A helmet is the commonest piece of partial armour worn by soldiers: whether it is a Viking helmet. Protection is always expressed in the form Armour 2. Reflective armour is intended to reduce the effect of laser blasters by reflecting or dispersing the high-energy beam of light. Partial armour.

A seriously wounded character who does not receive medical attention takes one Wound for each hour (four research turns) he does not receive attention: such a character will eventually die. A lightly wounded character does not need medical attention to heal his wounds. have been applied to dead characters and it may be that the dead can walk again. seriously wounded if he has taken 4 to 6 Wounds. Lightly wounded A character who is lightly wounded has received a wound which is only a graze. although First Aid or Medicine could quickly return him to full health. The character can recover from such an injury quickly. A character with Strength 3. but the Gods of Ragnarok animated his body long enough for him to perform a service for them. for example. is lightly wounded if he has taken 1 to 3 Wounds. for example. Seriously wounded A character who is seriously wounded has received a painful wound that needs medical attention or a long time to heal. Dead The character is dead and cannot be brought back to life. In effect they increase a character’s Strength. A character is dead if the number if Wounds he has taken is greater than twice his Strength. It is unlikely that a character who behaves sensibly in an adventure will die. First Aid may be sufficient to make a seriously wounded character only lightly wounded. 58 . Captain Cook in The Greatest Show in the Galaxy was killed. Players should certainly not treat their characters as if they had script immunity: to a certain extent they do. but a moment of rashness. A character is lightly wounded if the total number of Wounds he has taken is equal to or less than his Strength. carelessness or nobility may make this a real danger. Grisly experiments or powers. and dead if he has taken 7 or more Wounds. He may not heal his wounds until he receives medical attention such as First Aid or Medicine. even the Doctor who can regenerate to survive attacks that would kill an ordinary person. He is seriously wounded if the number of Wounds he has taken is greater than his Strength but less than or equal to twice his Strength. Even companions of the Doctor have died in the course of his adventures. The number of Wounds a character has taken and the character’s Strength determine his health. but this alone will not save them. or has been knocked out by a gentle blow from a blunt weapon. however. Some abilities such as Cheat Death or Iron Constitution affect a character’s resistance to pain and even death. although he may attempt to recover consciousness.DOCTOR WHO — TIME LORD DEATH AND INJURY All characters should fear death in TIME LORD. allowing him to take a greater number of Wounds before dying or being seriously wounded.


Anyone who is overcome can try to regain consciousness at the end of each action turn except the one in which he fell unconscious. When all opponents have been overcome or restrained, however, a character may try to recover from being unconscious only at the end of each research turn that has passed since the fight finished. An overcome character may therefore be able to return to the fight if he is only lightly wounded, but if he is still unconscious after the fight he probably needs medical treatment. Whether a character recovers or remains unconscious depends on his Strength and his Wounds. He recovers at the appropriate time by beating the difference between his Strength and his Wounds. Anyone who recovers may act normally, although they are still wounded: Wounds are removed only by healing. A character whose Strength is greater than his Wounds automatically recovers at the end of the turn after the one in which he was wounded. Such a character is only lightly wounded: in effect he has been dazed or winded by the force of an attack. Seriously wounded characters — those whose Wounds are greater than their Strength — can take some time to recover and it may even be impossible for them to do so without assistance. Such a person, however, may recover just in time to save the day or execute the next part of his master’s evil plan.

A Kaled scientist has been badly injured, receiving 6 Wounds from an attack. He has Strength 3, which means he recovers if he can beat the difference of 3. He fails to do so while the combat rages around him, but after everyone has left he has a chance to recover every research turn and might be able to alert Davros and the Daleks to his failure.

Wounded characters will get better of their own accord as time passes, provided that they are not too badly wounded. This process is called natural healing. Natural healing removes Wounds equal to the character’s Strength for each week of bed rest: the damage is healed at the end of such a week. Healing continues until the character’s Wounds level is zero, at which point the character has fully recovered. No character may have a negative Wounds score. First Aid and proper medical attention can speed the natural healing process.

A character with Strength 3 would recover three points of Wounds after one week of bed rest. If he had 5 Wounds, after one week he would have 2 Wounds, and after two weeks he would have 0 Wounds.

Use of First Aid
First Aid may be applied only once to a wounded character: it assumes that whoever administers First Aid tends to any injuries as best he can. A character with the First Aid ability immediately heals Wounds equal to the value of his special ability if he can beat the difference between his total ability and the Wounds of the injured person. Anyone who applies First Aid but fails to heal Wounds has still bandaged the injured person, who will not suffer further wounds due to bleeding. First Aid requires basic medical facilities, such as clean bandages and water, or a first aid kit.

Katarina has Control 2 and First Aid 2, giving her a total ability of 4 at First Aid. She cleans and bandages the wounds Steven received at Troy. He has received 6 Wounds, which means Katarina must beat the difference of 2 to succeed. She reduces his Wounds by 2 if she succeeds, otherwise she merely makes a neat job of bandaging him.

Use of Medicine
Characters with the Medicine ability are trained doctors or nurses who understand the medical techniques and drugs of their time. Anyone with the Medicine ability can heal Wounds equal to his special ability on its own if he can beat the difference between his total ability and the injured person’s Wounds. Medicine may be applied to any injured character, provided that no other such attempt has been made in the previous 24 hours. A failed attempt at Medicine does not prevent further attempts at using this ability, although each attempt must be at least 24 hours later than any other. Medicine, however, requires specialized drugs or equipment to be effective. Many useful items may be kept in a doctor’s bag, for example, but this does not mean that all the required drugs are carried. A doctor might carry antibiotics with him, for example, but have no antidotes for snake venoms. Applying the wrong medication brings no benefit.

After Katarina has successfully applied First Aid to Steven’s Wounds, the Doctor examines him. The Doctor has Knowledge 6 and Medicine 1, giving him a total Medicine ability of 7: he deduces that Steven’s wound is infected,


but does not have the right drugs to cure his companion. He sets course for a planet that he hopes will provide the right drugs. Once he finds them, he needs to beat the difference between his total ability of 7 and Steven’s Wounds, now standing at 4, to heal 1 Wound a day. His ability is high enough automatically to succeed, but without the drugs he is powerless. After Katarina’s attention, Steven regains consciousness after one research turn. His Strength of 5 means he is now only lightly wounded because he has only 4 Wounds. The referee, however, rules that the infected wound is equivalent to a slow-acting poison of potency Wounds 3, and rolls the dice every six hours (24 research turns) to see whether Steven falls unconscious again. As the Doctor speeds the TARDIS towards civilization, Steven seesaws between wakefulness and sleep.



Some creatures are especially dangerous because their attacks rely on venom rather than damage to kill or paralyse opponents. Whether such a creature is a snake or a Cybermat, all companions should be wary of its attacks. Not all poisons come from creatures: intelligent men and creatures often use them on weapons or in food either to kill or drug their enemies. Such poisons are encountered only rarely. Poison come in two basic types: slow-acting and quick-acting. It may be injected, ingested or rely on contact with the skin to take effect. A slow-acting poison gradually builds up in the body of its victim until it reaches a lethal dose, whereas a quick-acting one immediately attacks its victim at full strength, and gradually loses its effectiveness as the victim’s body shrugs off its effects. All poisons have Wounds ratings that represent the maximum effectiveness of that poison.

Quick-acting poison
A quick-acting poison attacks the Strength of the character with its full Wounds rating. If it overcomes the character, either because its Wounds rating is higher than the Strength of the character, or because the referee beats the difference between these values, then the character is overcome and takes Wounds equal to those of the poison. After the initial attack, the poison continues to attack the character’s Strength but at reduced values. The Wounds rating of most quick-acting poisons decays at a rate of one point an action turn: after one action turn a Wounds 6 poison attacks at Wounds 5, delivering 5 Wounds if it overcomes the character’s Strength. Once a poison reaches Wounds 0 it has no further effect. Any further attacks which increase the level of toxin in the victim’s body increase the Wounds only up to the maximum for that poison. A Wounds 6 quick-acting poison is deadly and rare; snake venom is typically Wounds 4 or Wounds 3.

Slow-acting poison
A slow-acting poison increases in effectiveness from 1 Wound up to its maximum Wounds rating. The usual rate of increase is one point every research turn, although those poisons that rely on repeated doses to take effect increase in effectiveness only when each dose is given. If the current Wounds rating of a slow-acting poison beats the Strength of a character, either because the Wounds rating is higher than the Strength of the character or because the referee beats the difference, then that character is overcome. A slow-acting poison wounds a character only if it overcomes his Strength. Slow-acting poisons that do not require repeated doses decay in potency once they have reached their maximum Wounds rating. The rate of decay is equal to the rate at which they increased in potency. Poisons that rely on repeated doses can be maintained at their maximum level by further doses. Once a slow-acting poison has decayed to Wounds 0 it has no further effect.

Lethal poisons that inflict enough Wounds on a character will kill him. The Wounds inflicted by such a poison can be healed by natural healing, although this is usually too slow to prevent the character from dying. First Aid will be effective if applied, but usually heals too little to counteract the effects of poison. Medicine, with the appropriate antidote, is the only sure cure. The correct antidote immediately and completely neutralizes the poison and allows healing to take place. Poisons that paralyse or make a person sleep do not kill: they achieve their effects with the object of keeping the victim alive. Wounds inflicted by such a poison may be healed through natural healing while the character is paralysed or asleep. First Aid and Medicine are also effective.

Wounds inflicted by dirty weapons, such as swords or spears from primitive civilizations, may be infected. Such Wounds can be treated as slow-acting poisons, building up from Wounds 1 to a maximum of Wounds 3, with an effect time of 6 to 24 hours. The referee may change these values depending on the circumstances.


A fall of 3 areas onto rock would inflict 7 Wounds. One slip when ascending or descending a cliff face can mean death or severe injury at the least. for example. Distance is measured in terms of vertical areas: the referee decides how many areas represent the distance.DOCTOR WHO — TIME LORD FALLS Vertiginous heights are very much a part of DOCTOR WHO. There are usually 3 metres to each vertical area. such as jagged rocks or spikes inflicts 4 Wounds. so a fall of 3 metres. inflicts 1 Wound. The number of Wounds a character takes from any fall depends on the distance he travels and the ground he lands on. such as packed earth. the Wounds that would be inflicted by the fall count as the difficulty of avoiding injury. If a character attempts to use an appropriate ability to avoid injury. the same fall into water would inflict only 4 Wounds. inflicts 2 Wounds. and characters should quite rightly be wary of them. is only a fall of one area. 62 . a fall of 10 metres is a fall of four areas. and particularly dangerous ground. such as Swimming to represent diving into water. rock inflicts 3 Wounds. The type of ground that the character falls on decides the base amount of Wounds that are inflicted. hard ground. The number of areas the character falls is added to this base value to determine the total number of Wounds inflicted. such as mud or water. Soft ground.

63 . however. Any character who fails to beat the difference takes 3 Wounds. he have a chance to recover at the end of the next turn to resist the further effects of oxygen deprivation. a special ability such as Iron Constitution increases his resistance. for example. by the removal of air from an airlock — better than usual. If he fails to recover he automatically take 3 Wounds. The number of action turns that a character is without completely without air counts as a difficulty against Strength that he must beat to avoid taking damage. and would only start trying to beat the difference on the fifth turn. the effect is much the same: they cannot breathe because their air supply has been cut off. with Strength 4 and Iron Constitution 1 has a total ability of 5 to resist suffocation or drowning: he could easily remain without air for four action turns. If he is overcome.DOCTOR WHO — TIME LORD SUFFOCATION AND DROWNING Whether a character is drowning or suffocating. Characters put into a hypnotic trance. They must beat the difference at the end of every research turn instead of every action turn. Turlough. can resist the effects of suffocation — caused.

DOCTOR WHO — TIME LORD PART FOUR The Cast of Thousands 64 .

These names are provided to tell the players and the referee alike which companions travelled in the TARDIS at the same time so that only suitable ones adventure together. who wear green. especially to balk the forces of evil that are at work in the universes of matter and antimatter. cream and brown checked trousers and waistcoat. penetratingly intelligent blue eyes and long. Stealth 1 Size: 3 Weight: 4 Move: 2. the planet of the Time Lords. along with the names of the companions he has regularly travelled. Indomitable Will 1 Awareness: 4. his skills are likely to be put to use before he has a chance to explain — by which time it is too late to protest. The Doctor’s weapons are truth and bluff: use them well! THE FIRST DOCTOR Apparent age: late 60s Species: Gallifreyan Equipment: Walking cane. is that you never know what you are going to get. Fisticuffs 1. Time Lords have two hearts. either. Bench-thumping 1. regimented existence of the Time Lords. Regenerative Powers 3 Control: 4. A Time Lord. blue-stoned ring. MacGuffin 2. the Doctor is in self-imposed exile from Gallifrey. self-hypnotism) to save them from truly harmful conditions. however. Law 2. Each incarnation of the Doctor has unique traits and abilities. even in his somewhat unreliable TARDIS. the Doctor is known as a graduate of the Prydon College of the Academy. Like a snake shedding an old skin. His TARDIS is as temperamental as he is. Cheat Death 2. as the Doctor says. Eloquence 2. all Time Lords can regenerate their physical form to compensate for massive tissue damage and to avoid impending death. however. The Doctor is commonly mistaken for ambassadors or badly needed experts. Even as a crusader of time and space. Running 2 Knowledge: 6. First Aid 2. Robotics 1. the first incarnation of the Doctor is distinctive enough before even considering his lined. Electronics 1. revealing new talents and obscuring old ones. TARDIS 1 Determination: 7. Acting 1. Astrogation 1. Prydonians are considered to be the best students out of the Arcalians. Each of the seven Doctors is detailed on the following pages. Iron Constitution 2. silk handkerchief. a phenomenal constitution that enables them to withstand environments that would kill a human. and is entitled to wear its scarlet and orange ceremonial robes. Sensitive Nose 1. If he interferes willingly. Bargaining 1. Refined Palate 1. Pseudoscience 1. a practice that the Doctor is constantly trying to prove is wrong: he believes interference is sometimes warranted. He prefers the freedom of roaming throughout time and space. limiting his form to thirteen incarnations and ultimately restricting his apparent immortality. The Doctor is currently in his seventh incarnation. what the Doctor knows in one incarnation does not necessarily transfer to the next one. TARDIS key Strength: 3. Intuition 2. Bureaucracy 1. In this incarnation. although a new incarnation is likely to be unhappy about the changes to his physiognomy. are not always easy on the Doctor or his companions because his new personality takes time to stabilize. and the heliotrope-clad Patrexes. the Doctor is tetchy and temperamental: one moment he can be warm and friendly. On Gallifrey. Detective Powers 1. hawklike face. The trouble with regeneration. Such regenerations. pince-nez. His physical size and appearance change as well. is that of regeneration. no matter what arguments are raised against him. Sleight of Hand 1. Disguise 1. wing-collared white shirt. and an ability to fall into a self-induced trance (in effect. Most remarkable of all their abilities. to the extent that in his first and second incarnations he has no real control over its destination. can regenerate only twelve times. swept-back white hair. Science 2. Cryptanalysis 2. to the dull. the Doctor is seldom methodical. Medicine 1. his people have a responsible policy of non-interference in the affairs of other species. There is seldom any consistent plan to deal with enemies. however. he always acts for the best of intentions. He is undoubtedly an eccentric. and the Doctor is as likely to get caught up in events over which he has no control as he is to stumble across Daleks or Cybermen. He is vain. Parts of his memory open and close. As far as the Doctor is concerned. arrogant and determined to get his own way. black floppy ribbon tie. Blunt Weapons 2. he knows best 65 . but a particularly clever one.DOCTOR WHO — TIME LORD WHO IS THE DOCTOR? An incorrigible meddler in the affairs of other species. Striking Appearance 2 Dressed in a black frock-coat. Anyone who is given the role of the Doctor to play should carefully study the abilities and traits of the appropriate incarnation. As masters of time travel. the next he can be accusing his companions of all kinds of treachery.

Indomitable Will 2 Awareness: 4. an illusion that is usefully disarming and conceals the Doctor’s true intelligence from potential enemies. for instance. Intuition 2. and he will do his utmost to thwart or destroy what he believes is wrong. Steven and Dodo. He often seems to be nothing more than a bumbling idiot. Even when things are against him. Stealth 2 Size: 4 Weight: 3 Move: 3. Suitable groups of companions: Polly and Ben. pale blue short-sleeved shirt. Jamie and Zoe. but will quickly assume the credit for any of his companions’ cleverness. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship. sad. His memory for names is poor. telescope. from which he is a runaway. Con 2. Ian. Iron Constitution 2. who can panic him into hasty. For all his seeming intelligence and capabilities. He is somewhat amoral. Polly. Transmat 1 Determination: 5. disarming grin. Electronics 2. ill-considered action. At the same time. Striking Appearance 2 In his second incarnation. On his travels the Doctor will talk little of his home planet. TARDIS key Strength: 4. Cheat Death 2. He can become obsessed with small objects that to him are quite important yet seem irrelevant to anyone else. His scientific methods are haphazard. the Doctor becomes an alarmingly aggressive figure: if he loses an argument he becomes ruffled and unsettled. sonic screwdriver. and scuffed ankle. the Doctor appears distinctly ruffled and comical owing to his shapeless clothing: he wears a baggy black frock-coat. sometimes erroneous judgments on good and evil. A victim of fast changing moods. MacGuffin 2. Cryptanalysis 2. voluminous silk handkerchief. The crusty nature of his first incarnation has gone: the Doctor welcomes the presence of companions aboard the TARDIS and meets the unknown with a cheerful. Sleight of Hand 1. and he will often confuse them: Ian Chesterton often gets called Chesterfield. Polly and Ben. Bench-thumping 3. black and pale pink broad-checked trousers. Yet the Doctor’s clowning and seeming ineffectiveness is not always an act: he is easily flustered. The second Doctor is an accident waiting to happen: he blunders his way through space and time relying on luck and quick thinking to extricate himself and his companions from trouble. sulky and then bemused in a matter of minutes. Mischievous blue eyes twinkle out of his cheerful. He regards all of them as largely ignorant of science and short of ideas. Medicine Yet beneath the charm he can be a devious schemer.DOCTOR WHO — TIME LORD and everyone had better do it his way. however. making his own. his strong mind and ability to think quickly make him an inspiring leader who can restore courage to his frightened companions or direct people who are lost in indecision. Jamie and Victoria. but somehow they get results. He maintains his clear-headedness by abstaining from alcohol. Resourceful Pockets 2. Brawling 1. Ben and Jamie. By nature the Doctor loves a puzzle: he is intrigued by things that are out of place. small straggly navy bow-tie with white polka-dots. Running 1 Knowledge: 6. especially by his less experienced companions. Law 2. TARDIS 2. Pseudoscience 3. Musicianship (recorder) 1. Temporal Science 2. Barbara and Vicki. Vicki and Steven. THE SECOND DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Gaily painted recorder. Hypnotism 2. Regenerative Powers 3 Control: 4. 66 . He regards his companions as charges that need protecting and shows great concern should one of them go missing or be threatened. The Doctor will clown his way through adversity to put his enemies off guard until he finds their vulnerable points. 500-year diary. First Aid 2. Detective Powers 1. wrinkled face. the Doctor can look cheerful. Piloting 1. Science 2. the Doctor continually thinks of escape plans or ways of outbluffing or outmanoeuvring his opponents. It is then that he begins to doubt his abilities or the safety or effectiveness of equipment. which is framed by a mop of tousled black hair. Barbara and Susan. While the Doctor thinks he will often toot tunes on his recorder to relax or even dance a jig. His charm can equally be turned on powerful leaders to gain their favour. the Doctor is sometimes just bluff and bluster. Robotics 1. Virtually all the Doctor’s new acquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. Suitable groups of companions: Ian. His moral sense of good and evil is more balanced. Marksmanship 1. When he displays his bloody-mindedness.

Computing 1. He always seeks to negotiate a peace between intelligent species. Resourceful Pockets 1. Pseudoscience 3. Hypnotism 1. he should have the abilities TARDIS 2 and Temporal Science 2. long scarf. Medicine 1. then the third Doctor can be described only as a dandy. Piloting 1. Mechanics 1. Edged Weapons 2. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. TARDIS 2. The third Doctor’s dandified image is complemented by an appreciation of fine wine and food: he is undoubtedly a connoisseur. Pseudoscience 3. Martial Arts. Intuition 2. encouraging them to live together in harmony rather than fighting. Striking Appearance 2 The fourth Doctor is a lively. Cheat Death 1. Stealth 2. Archery 1. Sailing 1 Knowledge: 6. Electronics 2. Bench-thumping 3. Iron Constitution 2. Sergeant Benton. Yet he abhors violence and is always ready to criticize the excessive or unnecessary use of force. The Doctor is an incorrigible tinkerer and a great lover of gadgets and different means of transport. Science 2. Law 1. Bench-thumping 2. TARDIS key Strength: 5. and he greets the unknown with a ‘How do you do’ rather than a gun. Cryptanalysis 2. Sleight of Hand 2. Striking Appearance 2 If the second Doctor was a clown. Command 1. sonic screwdriver. His clothes are decidedly eccentric: a light grey wool coat trimmed with black felt on the collar and cuffs. Brawling 1. Running 1 Knowledge: 6. Disguise 1. Indomitable Will 2 Awareness: 4. Stealth 2 Size: 3 Weight: 4 Move: 3. Intuition 2. The Doctor is a humanitarian and an environmentalist. First Aid 2. Indomitable Will 2 Awareness: 4. Driving 2. flexible face is lined and wise-looking. Refined Palate 1. ultrasonic dog whistle. Regenerative Powers 1 Control: 5. a white shirt with ruffled front and cuffs. Science 2. Dangerous or pollution-creating technology is an immediate target for his scathing criticism and he is quite prepared to interfere to encourage environmentally sound progress. He is the voice of reason when others prove indecisive or obstructive. Archery 1. Sensitive Nose 1. Suitable companions: The Brigadier. Running 1. Leaping 1. given the opportunity. both causes on which.DOCTOR WHO — TIME LORD THE THIRD DOCTOR Apparent age: mid 50s Species: Gallifreyan Equipment: Sonic screwdriver. First Aid 2. Lockpicking and Safecracking 1. He typically wears an elegantly tailored black velvet jacket. bohemian adventurer with a great passion for his travels in time and space. Exiled to Earth by the Time Lords. MacGuffin 2. Occult 1. Rules and authority figures irritate the Doctor: he detests the stonewalling of politicians or bureaucrats when action must clearly be taken. the Doctor is an exponent of Venusian karate — one of the few beings with two arms that has been able to master this martial art — which he is quite prepared to use in self-defence. Fast Reactions 1. he has piercing blue eyes and mid-length white hair. His humorous. he will preach to companions and opponents alike. Resourceful Pockets 2. Very much a man of action. Medicine 1. Transmat 2 Determination: 6. Electronics 2. Hypnotism 1. TARDIS key Strength: 4. Jo or Sarah. Explosives 1. Captain Yates and Liz. Astrogation 1. Note: If the third Doctor’s knowledge of time travel has been restored. Robotics 1. Occult 1. matching 67 . He is always ready to risk himself to save others. Cheat Death 2. black trousers. Iron Constitution 2. He is often to be found head down at work on some circuit in the TARDIS’s control console or making improvements to his antiquated yellow car Bessie. Sleight of Hand 2. Regenerative Powers 3 Control: 5. TARDIS 1 Determination: 6. he continually tries to overcome the physical limits they have put on the TARDIS and the mental block he has on dematerialization codes. black bow tie and black cape lined with purple silk. Lockpicking and Safecracking 1. THE FOURTH DOCTOR Apparent age: mid 30s Species: Gallifreyan Equipment: Bag of jelly babies. MacGuffin 2. Computing 1. Temporal Science 2. Driving 1.

He has a wild-looking face. He often goes along with someone’s plan just to buy thinking time: he has a clear sense of right and wrong. The Doctor is constantly bubbling with ideas and responds quickly to the stimulus of new information. cream cricketing pullover and sports shirt also trimmed in red. Mountaineering 1. Brawling 2. blue eyes and a mass of unruly curly brown hair. Transmat 1 Determination: 6. Driving 1. he is angry if anyone ever disobeys such an order. Cheat Death 2. Indomitable Will 1 Awareness: 5. A panama hat with a red hat band is usually kept folded in a coat pocket. Iron Constitution 2. His genius. The ensemble is topped off by a wide-brimmed black felt hat. He acts for the best of motives. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. His blue eyes and straight fair hair heighten his innocent appearance. TARDIS 2. is erratic: the Doctor is temperamental and prepared to be bluntly rude to anyone who interferes with his work. This incarnation of the Doctor is more of a loner than previous ones: he regards companions as a hazard because they require too much safeguarding. Command 1. He will inveigle himself into hectic situations before the participants even have time to realize there is a stranger among them. stick of celery on left coat lapel. puns and offerings of jelly babies are the Doctor’s weapons against a hostile greeting. even ordering companions to stay on board the TARDIS. Reckless in action. Striking Appearance 1. He adopts this approach even in adversity: any captor is likely to be subjected to a stream of seemingly inane observations or witticisms while the Doctor plans his escape. Sport (cricket) 3. Although he never intentionally neglects the safety of his companions. THE FIFTH DOCTOR Apparent age: early 30s Species: Gallifreyan Equipment: Sonic screwdriver. He tends to be absent-minded. And his companions often take the blame for his mistakes. Such nervous energy translates into a sense of urgency when the Doctor finally acts. Pseudoscience 3. The Doctor’s carefree approach to his adventures often lands him in trouble from which he sometimes struggles to extricate himself. with a great awareness both of his and his companions’ mortality. Cryptanalysis 2. often with no apparent connection. Leela and K9. the Doctor is a hugely charismatic figure. Stealth 1.DOCTOR WHO — TIME LORD baggy grey trousers tucked into brown calf-length boots. TARDIS key Strength: 4. Con 1. however. Nyssa and Tegan. Yet their tendency to wander into danger is sometimes the Doctor’s fault: he has a habit of withholding important information while he tries to work out what is going on. Like his previous incarnation. He can be too protective. and does not mean to upset his companions. a cream and brown waistcoat. Sleight of Hand 2. Witty comments. can conceal a nervous. Resourceful Pockets 1. Odd-looking as he is. leaving behind or sometimes losing vital pieces of equipment. he dislikes those in authority. the Doctor never seems completely to succeed: his solutions to problems are somehow incomplete and can have tragic consequences. cream and red striped trousers and white cricket boots. He dresses in old-fashioned cricketing clothes: a long fawn coat with red edging. Medicine 1. cricket ball. Marksmanship 2. Bench-thumping 2. however. He asks questions of other people at random. Tracking 1 The youthful appearance of the fifth Doctor belies his great age and experience. Science 2. anxious character who is plainly worried about the course of events or the real intent of those people he encounters. offering help or advice and sometimes even tinkering before anyone can stop him. Adric. Suitable groups of companions: Sarah and Harry. Computing 1. First Aid 2. The Doctor will risk his own life to save his friends if they are in trouble and comfort them if they are afraid or upset: he often has to reassure Tegan with the 68 . Regenerative Powers 2 Control: 4. the Doctor is not afraid to shoot an enemy if he believes it is the best and only solution. Electronics 2. in his attempts to buy time while he thinks through a problem. His seeming innocence makes the Doctor a disarming person to meet: he uses boyish charm and a friendly smile to win the confidence of others. Edged Weapons 2. however. Romana 2. Romana 1 and K9. Running 1 Knowledge: 6. his naive approach often endangers their lives. open-necked shirt and a long scarf that has to be looped round his neck many times to keep it out of the way of his feet. MacGuffin 2. Hypnotism 1. The charm. Piloting 1. yet is not out of place: this incarnation of the Doctor is far more vulnerable than previous or successive ones. however. Detective Powers 1. Temporal Science 2. K9 and Adric. able to make friends easily with a winning smile and a touch of humour. His companions may even find his actions morally unacceptable: despite his abhorrence of unnecessary killing.

Tegan. Medicine 2. He can be unbearable if he is correct. MacGuffin 1. in which case he sulks.DOCTOR WHO — TIME LORD words ‘Brave heart. The Doctor is undoubtedly a great warrior of words: debates and arguments excite him and he is a great orator. Stealth 2 Size: 4 Weight: 3 Move: 3. vital information and plots that he must follow up to win the game of chess against evil played on the board of the uni- 69 . Sleight of Hand 2. the Doctor has a brash. His actions. Running 1. Brawling 1. He is a supreme egotist: he loves the sound of his loud. Musicianship (keyboards) 1. Driving 1. THE SIXTH DOCTOR Apparent age: late 30s Species: Gallifreyan Equipment: Golf umbrella. becoming smug. Con 1. Suitable companions: Peri or Mel. Keen Sight 1. It is as if this incarnation has lost areas of memory restored to him. Indomitable Will 1 Awareness: 4. Cheat Death 2. Leaping 2. Sleight of Hand 2. TARDIS 2. Lockpicking and Safecracking 1. The Doctor likes to sing while he works. Cryptanalysis 2. Nyssa. TARDIS key Strength: 4. First Aid 2. Cheat Death 2. His red and green particoloured coat is trimmed with both pink and tartan cloth. Striking Appearance 2 The garish. Running 1 Knowledge: 6. Tegan and Turlough. He is prone to pontification. Detective Powers 1. Indomitable Will 2 Awareness: 4. First Aid 1. He is quite able to act quickly and ruthlessly to overcome an attacker. Bench-thumping 1. Hypnotism 1. Science 2. Regenerative Powers 3 Control: 5. voluminous handkerchief. Stealth 1 Size: 3 Weight: 4 Move: 3. Fond of his own cleverness. and unnecessarily elaborate. making him look like a timetravelling jester. MacGuffin 2. Iron Constitution 2. however. the Doctor can be unintentionally rude in pointing out the mistakes or stupidity of others. Brawling 1. Cryptanalysis 1. THE SEVENTH DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Umbrella. and although he shares his predecessors’ dislike of killing. Such changing moods make him appear unstable to his companions. however. Escapology 1. Temporal Science 2 Determination: 6. Nyssa and Tegan. The Doctor will interrupt an opponent with childish outbursts and rude remarks. Intuition 2. Temporal Science 2 Determination: 7. his comical appearance disguises an in-depth knowledge of the nature of the universe. Resourceful Pockets 1. Words are not the Doctor’s only weapon. A blue ribbon-like cravat with white polka-dots is worn round the collar of a white shirt and he wears a cat badge on his left lapel. Animal Handling 1. Pseudoscience 3. Intuition 2. Turlough and Peri. Hypnotism 1. his favourite song is On With The Motley. Striking Appearance 1 Although the seventh Doctor looks like a music hall entertainer. Electronics 1. teddy bear. resounding voice and has incredible confidence in his own abilities. His theatrical temperament permits only him to be the centre of attention. Computing 1. Disguise 2. TARDIS 2. he also wears a check waistcoat. or if he is wrong. abrasive personality. Unsurprisingly. Iron Constitution 2. Science 2. he is quite prepared to shoot if needs be. Medicine 2.’ Suitable groups of companions: Adric. Swimming 1 Knowledge: 7. TARDIS key Strength: 5. but to him it is a sign only of genius. Pseudoscience 2. yellow and black striped trousers and orange spats over green shoes. brightly coloured clothes that the sixth incarnation of the Doctor wears reveal much about his personality. Juggling 1. His temperament is somewhat erratic and changes quickly and violently. Regenerative Powers 3 Control: 4. Marksmanship 2. Computing 1. Resourceful Pockets 2. Con 2. Bench-thumping 2. are often showy. Bureaucracy 1. Electronics 2. and cannot keep quiet while the other person has his say. The Doctor is quite pleased with his ability to do the unexpected.

or they just would not understand. brown check trousers and a white shirt. In spite of his foresight and planning. Suitable companions: Mel or Ace. he seems to take on the role of teacher. Mysterious by nature. red and cream paisley silk tie. curly black hair. He hates authority and if his insistence on action fails to bring results. dark brown jacket. although he usually has a back-up scheme. He is a great schemer whose plans are woven in time and space.DOCTOR WHO — TIME LORD verse. 70 . a trait that seemingly betrays their trust in him. He needs his companions partly to share his burden. he has blue eyes and short. the Doctor tends to underestimate his opponents. A woollen pullover in the same colours. The Doctor bluffs his way into the friendship and trust of others in order to determine what is going on. He uses his companions as tools against his foes. a straw hat with a narrow upturned brim. around the collar of which is a green. His short scarf and the large handkerchief that dangles precariously out of one jacket pocket are made of the same silk. decorated with red question marks. Yet he would never intentionally harm his friends and acts for their best interests. round face has a forehead that is furrowed by the wrinkles of cosmic worry. the Doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them. he becomes abrupt and abrasive. His comical. educating his proteges and increasing their awareness of the nature of the universe. The Doctor wears a long. an approach that is helped by his likeable and easygoing nature and an ability to adapt quickly to local customs. Indeed. and a black umbrella with a handle in the form of a large red question mark complete his outfit.

Earth Equipment: Large backpack. Although he may appear abrupt and unfriendly to newcomers in the TARDIS’s crew. Striking Appearance 1 Ace is a dangerous. If her trust is betrayed. more importantly. He quickly becomes fond of his new friends and is sad to see them leave when they choose to go their own way. Anything that Ace fails to understand or that frightens her is usually a subject for destruction. Computing 1. it is partly his concern for their safety that makes him reluctant to accept them on board. Late 1980s street fashion is the best description of Ace’s attire. Companions are usually just ordinary people with few remarkable talents.DOCTOR WHO — TIME LORD COMPANIONS If there is one thing that is clear about the Doctor it is that he needs companionship on his travels. rather than those who travel only briefly in the TARDIS. It is a severe hairstyle that makes her squarish. ACE (DOROTHY) Apparent age: late teens Species: Human. To play a companion well. Keen Sight 1. making the most of sometimes limited knowledge and abilities. can usually be produced from her resourceful backpack. Cheat Death 2 Control: 4. Put simply. Explosives 2. Marksmanship 2. On the whole she is unruly. Blunt Weapons 1. however. Command 1. which is frequently used to devastating effect. Running 1. Mechanics 1. pleasant face look hard. Leaping 1. and it takes careful and reasoned persuasion to restore her faith. however. She hates her 20th century home life in Perivale. for such characters to take part in TIME LORD adventures if the referee believes they are necessary — especially if there are too many players to take on the roles of standard companions. a black satin padded jacket that is covered in badges and patches. Science 1 Determination: 3. Yet they provide vital support for the Doctor. a short black pleated skirt. straight mousy hair which is frequently scraped up and back and knotted into a plait. She has long. and even ensuring that his enemies are thwarted should he be knocked out or captured. The Doctor provides a steadying influence and. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman. she typically reacts by running away. Ace is a delinquent. Con 2. it should be remembered that these characters are fallible: they are not hero figures. She typically wears a garishly coloured T-shirt. Swimming 1 Knowledge: 4. black leggings and greasy Dr Marten shoes. west London. ghetto blaster. destructive weaponry or the unknown. Audrey. acting as further sets of ears and eyes to gather information that he needs. aluminium baseball bat Strength: 3. is a challenge and can prove more rewarding than playing the multitalented Doctor. She relishes seeing or playing with machines. the Trojan slave Katarina from The Myth Makers and Ray from Delta and the Bannermen are not included: they are secondary characters who have helped the Doctor but not gone on to travel with him on other adventures. Independent Spirit 2 Awareness: 3. When playing these roles. Ace is no fool. is a person that Ace trusts. She has formulated her own. There is scope. a trait that often imperils herself or the Doctor. unpredictable teenage girl whose experiments with explosives blew her out of 20th century Earth through a time vortex into the far future. and detests her real name of Dorothy and her mother. self-destructive and prone to sulking if no one pays her attention. Mountaineering 1. called nitronine. 71 . Ace’s scientific interests lie largely in the manufacture of explosives. although at times she is naive. The friends and companions of the Doctor listed here are those who have adventured with or known him for longer than one adventure — people who can truly be considered companions. On the Doctor’s request she ‘never’ carries it: one or two canisters. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. Brawling 1. Characters such as Sara Kingdom in The Dalek Master Plan. Ace’s eyes are hazel. Resourceful Pockets (pack) 2. Driving 1.

Like Ian Chesterton. His intelligence and scientific approach to life make him vulnerable to the utopian concepts of other people or races. however. His confidence in his own genius makes him arrogant and pugnacious. She will support and comfort other women who are scared or upset and restrain her own fears while doing so. Acute Hearing 1. she does have inner strength which can manifest itself in situations where she might ordinarily be expected to break. Blunt Weapons 2 Size: 3 Weight: 3 Move: 3. neck-length straight hair. obeying them with studious accuracy. blue. Running 1 Knowledge: 4. BARBARA WRIGHT Apparent age: late 20s Species: Human. Barbara typically dresses formally in a matching jacket and knee-length skirt with either a blouse or polo-neck top. the enemies of the Doctor. Intuition 1. Keen Sight 1 Adric is a young Alzarian scholar who is brilliant at mathematics — a subject for which he has a strong passion. Screaming 1. He is happiest working out complicated problems for pleasure and can become so involved in a calculation that he fails to notice his companions want to talk to him or have left him alone. First Aid 1. In turn. or at least believes is the right one in the circumstances. Usually. Mathematics 3. even to the extent of betraying his friends. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. Science 1 Determination: 3. Striking Appearance 2 Barbara is an attractive and intelligent history teacher who worked at Coal Hill School in London. He looks about 16 years old. Independent Spirit 2 Awareness: 2. Round-faced Adric has black. Beige. she is easily scared by the unknown and can behave irrationally. Adric’s fault is that he can take commands or suggestions too literally. 72 . Stealth 1. Running 1 Knowledge: 5. a snub nose and brown eyes. star-shaped badge for mathematical excellence. And she will become assertive if she has to champion a cause she believes in. Although Barbara is a vulnerable character. Strong Passion (Ian Chesterton) 2 Awareness: 3. He wears a yellow jerkin with beige sleeves: on the left breast is a red pocket to which is attached a goldedged. Acute Hearing 1. although she tends more to appreciate its fineness or the quality of jewellery. and he tends to dismiss the opinions of more experienced people. a sharp. She has brown. and Adric can find himself manipulated into working against the Doctor. Quick Recovery 3 Control: 4. however. Adric is eager to be accepted by other people because he has no family and no reason to return to his home planet of Alzarius. he is a cheerful. straight hair which comes down to her neck. She is on the verge of becoming the liberated woman that Earth society in the 1960s brought forward. bouffant. She is likely to become emotional when trapped or imprisoned and at times such as this she turns for support to her colleague and close friend Ian Chesterton.DOCTOR WHO — TIME LORD ADRIC Apparent age: mid teens Species: Alzarian Equipment: None Strength: 3. Despite her ability to reason sensibly. she can become distressed if he is not there to comfort her. she enjoys dressing up in period clothing. appreciate how useful the young scholar’s skills are to their plans. History 2 Determination: 3. oval face and green eyes. Cheat Death 2 Control: 4. baggy trousers complete his attire. such as the Master. good-humoured boy who is concerned about the well-being of his fellow companions in the TARDIS. He is a native of Exo-space — the negative side of the universe — and a descendant of the rapidly evolving marshmen of the mist planet Alzarius. Keen Sight 1. Earth Equipment: None Strength: 3.

as a result he is more argumentative. Sailing 1. Fast Reactions 1. although she tends to restrain her feelings: it is Ian who often speaks for both of them. sandy hair and hazel eyes. is very different. walkie-talkie Strength: 5. Ben quickly adopted fashionable civvies for his adventures with the Doctor. Explosives 1. impertinent Cockney sailor who met the Doctor in 1966 while on a shore posting: his ship had just sailed to the West Indies for six months. Earth Equipment: Penknife Strength: 4. Marksmanship 3. Cheat Death 1. His attitude towards the second Doctor. Brawling 1.DOCTOR WHO — TIME LORD The Doctor often infuriates Barbara. Ben will probably do it with little argument. Benton will jump his captor. BEN JACKSON Apparent age: mid 20s Species: Human. often calling her Duchess. SERGEANT BENTON Apparent age: early 30s Species: Human. Wilderness Law 1 Determination: 4 Awareness: 3. First Aid 2. Intuition 1 Ben is an arrogant. He regards the Doctor very much as the captain of the TARDIS and treats him with respect. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Precision 1. Ben gets on well with Polly. She is in love with Ian. with whom he sympathizes when the Doctor demonstrates the impossible side of his nature. Navigation 1 Determination: 4 Awareness: 3. Cheat Death 1. so if someone in a uniform tells him to do something. Driving 1. He is quite able to hold his own in a fight and equally can tackle problems that require practical knowledge or where available resources are scanty. Brawling 2. Tracking 2 Benton is a charismatic. He habitually drops his aitches in speech and uses Cockney rhyming slang. Barbara’s reactions and decisions will be strongly coloured if Ian is affected by them. Running 1. He wears either a striped shirt or polo-neck and V-neck pullovers with slacks. silencer. Threatening Benton with a gun is a dangerous pursuit: if an opportunity arises. Marksmanship 1. Benton’s trust in the Doctor even extends to allowing the Time Lord to escape from his custody. Earth Equipment: Automatic pistol (Wounds 5. Range 4). Ben is used to taking orders. Initially wearing his blue sailor’s uniform with bell-bottoms and cap emblazoned HMS Teazer. Running 1 Knowledge: 4. Con 2. the Doctor finds this difficult to understand. Ben’s experience as an able seaman in the Merchant Navy makes him tough and resourceful. Engineering 1. And if he cannot win by direct argument he will try to think of another way of achieving an objective. Although he often accepts these tasks stoically. Bureaucracy 1. Ben does not seem to be able to accept the change from a serious old man to what he regards as a clown. he would rather be part of the action. Stealth 1. Mechanics 2. He is a dependable character with a strong liking for the Doctor and his travelling companions. He is a capable tactical leader and an accurate shot: only the invulnerability of aliens to gunfire make his assignments impossible. well-intentioned and honest sergeant of United Nations Intelligence Taskforce and is assigned to Brigadier Lethbridge Stewart’s immediate staff. making it a very English relationship. First Aid 2. He will argue a point forcefully and insistently even if his efforts are to no avail. Lockpicking and Safecracking 1. but neither person seems to realize the truth. however. Piloting 1. Ben has fair. Swimming 1 Knowledge: 4. Quick Recovery 1 Control: 4. Quick Recovery 1 Control: 4. 73 . Stealth 1 Size: 4 Weight: 3 Move: 3. As a UNIT sergeant. Benton often ends up obtaining equipment for the Doctor’s experiments and devices or running mundane errands for Captain Yates or the Brigadier.

Driving 1. Benton is ‘one of the blokes’ at heart and is sometimes distracted by the desires of his stomach for food! His likeable. Technically he reports direct to UNIT’s main base in Geneva. angular face. In spite of regular confrontations with the unbelievable. swagger stick. Piloting 1. The Brigadier is an exceptionally competent army officer with an ability to adapt quickly and make the most of the resources available to him. short black hair. the Doctor is the man that the Brigadier wants on the job regardless of what government officials say. THE BRIGADIER Apparent age: late 30s Species: Human. If it is inexplicable and alien. Solidly built Benton has a squarish face. complete with a light. Explosives 1.DOCTOR WHO — TIME LORD Benton suffers from poor luck — people or objects he is suppose to be watching often disappear or go missing — which is sometimes mistaken for incompetence. binoculars Strength: 4. The Brigadier resents and dislikes higher authorities obstructing his investigations and is not afraid to say so or to take action against them. Striking Appearance 2 Brigadier Alastair Gordon Lethbridge Stewart is head of the UK section of the United Nations Intelligence Taskforce. It has taken only a few adventures with the Doctor to make Benton believe almost anything is possible: although Benton might not understand the Doctor’s scientific explanations. Range 4). Command 2. He will often come up with another. Earth Equipment: Revolver (Wounds 5. he is usually accompanied by a driver or pilot. a neatly trimmed black moustache and hazel eyes. sand-coloured UNIT beret. The Brigadier becomes snappy and abrupt with men who fail to accomplish their tasks. The Brigadier is slightly chauvinistic and will not allow the Doctor’s young female companions to put themselves in danger. He devises clear. 74 . plausible reason even if it is wrong and the alien landscape in front of him does turn out to be somewhere other than Cromer. He variously wears full officer’s uniform or combat fatigues depending on the nature of his assignment. Marksmanship 2. Indomitable Will 1 Awareness: 4. Cheat Death 2. down-to-earth nature means that he understands little of the Doctor’s scientific mumbo-jumbo. worldwide intelligence group that monitors and investigates alien threats. Quick Recovery 1 Control: 5. First Aid 1. but he often finds himself subject to the rules of the nationalistic British government which does not appreciate his global priorities. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Bureaucracy 1. blue eyes and mid-brown short hair. The Brigadier favours using an old-fashioned Webley pistol as his sidearm. an independent. walkie-talkie. the Brigadier is still sceptical about the Doctor and space-time travel. sensible plans of action but is overfond of using military force to beat off aliens even if they appear to be bullet-resistant. He is courageous but not foolish. His practical. Lethbridge Stewart is a classic example of the officer who leads his men from the front and who would not ask them to do anything he would not do. Running 1 Knowledge: 4. Fast Reactions 1. good-humoured nature means he gets on well with the troops and low-ranking officers alike. he rarely drives himself anywhere. Wilderness Lore 1 Determination: 4. As an officer. He dresses in either a khaki uniform or combat fatigues. although he greatly realizes the Time Lord’s usefulness. he is prepared to accept what the Doctor says is true. Brawling 1. Lethbridge Stewart has a handsome.

neatly cut black hair. Dodo typically wears sensible flat black shoes. Science 1 Determination: 4 Awareness: 2. Cheat Death 1 Control: 3. Blue eyes twinkle out of Harry’s squarish face. Brawling 2. Driving 1. Medicine 2. Escapology 1. HARRY SULLIVAN Apparent age: early 30s Species: Human. Harry always tries to do what is best for his friends. Earth Equipment: None Strength: 3. She makes extensive use of the TARDIS’s wardrobe. Dodo has a roundish. Disguise 2. hazel eyes and short. however. in Harry’s eyes. Marksmanship 1. Her naivety means she is easily duped: it would take only a pretence of being injured for an enemy to convince Dodo to drop her guard. make him seem over-protective: it certainly irritates Sarah-Jane who is fed up being called ‘old girl’ or ‘old thing’. Confronted with the unknown. all Harry is likely to comment is: ‘I say!’ Unintentionally chauvinistic. She is easily scared by the unknown. 75 . ham-fisted idiot. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. Running 1 Knowledge: 4. Earth Equipment: Emergency medical kit Strength: 5. Failure. Despite her startling adventures. which is framed by short. The outfit was topped off with a floppy red peaked cap. however. curly brown hair. Women. Yet she acts as a welcome check on the hasty. Her almost ceaseless optimism can be irritating. First Aid 2. Harry is a lieutenant in the Royal Navy. rough London accent which makes her laugh seem rather throaty at times. Dodo maintains her child-like qualities. are precious. He typically wears naval club attire: a navy blazer. ill-considered actions of Steven Taylor and often prevents him from doing something foolish.DOCTOR WHO — TIME LORD DODO (DOROTHEA) CHAPLET Apparent age: late teens Species: Human. who has described him as a clumsy. Running 1 Knowledge: 4 Determination: 3 Awareness: 3. but somehow it has a habit of going wrong. Perhaps Dodo’s most striking choice of clothes is the sleeveless. He appears disarmingly friendly. even if there is a common aim. His good-natured and caring approach can. smiling face. A duffel-coat seems to be all he needs to survive the harshness of cold climates. especially to the Doctor when it is time to be serious. She has a distinctive. pale blue shirt and naval tie. where he is a medical doctor. Musicianship (piano) 1. does not seem to deter him: his strength is that he will keep trying until he succeeds. Striking Appearance 2 Cheerful 1960s London schoolgirl Dodo treats adventuring with the Doctor as one big game. yet will defiantly face adverse situations with a British determination to play things by the rules right until the end. She frolics through time and space with complete faith that the Doctor knows what he is doing and can get his companions out of trouble. He has a frank and hearty manner which translates into a boyish enthusiasm for supposedly glamorous duties such as spying. grey trousers and black shoes. Cheat Death 1 Control: 4 Size: 4 Weight: 3 Move: 3. Harry acts the gallant when women are around and is reluctant to let them do anything remotely dangerous. low-cut bright red top with a central. Screaming 2. thick black ring and a short black skirt decorated with many bright red rings that she wore in the Celestial Toymaker’s realm. fragile objects. Striking Appearance 1 Well-intentioned Harry Sullivan frequently makes life awkward for the Doctor. Her youthful impulsiveness and independent spirit are quite likely to send her off on completely different directions from those of her companions.

Jamie has no difficulty understanding how to use weapons such as blasters. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. Earth Equipment: Dirk (Wounds 4) Strength: 5. The Doctor’s actions sometimes puzzle Jamie. Earth Equipment: Minor useful items typically found in an Englishman’s jacket pockets Strength: 5. Blunt Weapons 1. Marksmanship 2. Brawling 2. Resourceful Pockets 1. Striking Appearance 1 Ian is a forthright teacher who frequently questions the motives and actions of the Doctor. Such dressing up brings out the dandyish side of his nature: he will often ask female companions what they think about his outfit.DOCTOR WHO — TIME LORD IAN CHESTERTON Apparent age: early 30s Species: Human. neatly cut brown hair. He acts nobly and defensively to help his friends and travelling companions. He is fond of the Doctor. Edged Weapons 2. particularly Barbara. awarded to him by King Richard I of England at the time of the Crusades. a dirk which is usually stuck in the top of one of his long socks. Ian has adjusted well to time travel and finds the exploration of new worlds is stimulating. Jamie is a brawny youth with brown hair and blue eyes. Edged Weapons 2. JAMIE MCCRIMMON Apparent age: late teens Species: Human. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. who cannot always work out what the Doctor intends to do. When he does understand what is happening it is quite likely that he will unintentionally blurt out part of the plan before realizing that it was meant to be a secret. Outwardly an observer might notice only that they were good friends. Cheat Death 1 Control: 4. Despite coming from a culture which uses muskets and flintlock pistols. but is ready to adapt to his environment and wear period clothes. his quick-thinking is a constant help when negotiating with other people. Cheat Death 1 Control: 3. Driving 1. Acute Hearing 1. He wears a kilt and sometimes a plaid. The young highlander is tough. He usually wears a neat suit with shirt and tie. is quietly heroic: he might only boast of his exploits after an adventure has ended. he rarely loses sight of his logic in an argument. Musicianship (bagpipes) 1 The Doctor rescued Jamie from the aftermath of the battle of Culloden in 1746. likeable face. hardy and full of fighting spirit. He is more a fighter than a thinker. but he has a shrewd mind which is quite capable of tackling practical problems. The Doctor effectively inhibits Ian’s resourceful and inventive nature and arguments are often only prevented by the intervention of fellow companions. green eyes and short. Strong Passion (Barbara Wright) 2 Awareness: 3. Running 1 Knowledge: 4. His meeting with people from other worlds and times reveal that he has a ready wit. his tunic if often supplemented or replaced by clothes from the TARDIS’s wardrobe. Although Ian is hot-tempered. Unusually for one of the Doctor’s companions. Mountaineering 2 Size: 4 Weight: 4 Move: 3. but the Time Lord’s superior attitude and constant testing irritate him and can lead to arguments and a very strained atmosphere. Jamie carries a weapon. however. These qualities and his bravery do justice to his title of Sir Ian of Jaffa. Jamie is brave and sometimes has to be restrained from rash actions that would endanger his life. Brawling 2. Ian has a handsome. Science 1 Determination: 4. He is close to fellow schoolteacher Barbara Wright. 76 . although his upbringing means he is superstitious and largely ignorant of technology. although their relationship has developed only during their travels with the Doctor. Ian.

The accuracy of his English can be quite humorous. K9 can be infuriating to work with as he will orally correct the errors of his master or mistress. Jo has a lovable. Wounds 3 on stun) Strength: 3. including their numbers and probable intent. often with the best of intentions. Marksmanship 3. however. counterpointing the sometimes vague requests or statements of the Doctor. Computing 2. Cryptanalysis 1. Running 1 Knowledge: 4. blaster (Wounds 7 on kill. Regenerative Powers (circuits only) 3 Control: 3. He communicates with his master by speech. Martial Arts 1. Armour 2). she wears one or more rings on each of her fingers — a gaudy selection of chunky jewellery. attractive Jo is a fully trained UNIT agent. Stealth 2 Size: 4 Weight: 3 Move: 3. The greatest weakness of K9 is his reliance on battery power: he needs recharging from time to time. Although her placement is because of family influence. pleasantly attractive face. Stealth 1 Size: 5 Weight: 2 Move: 2 Knowledge: 6. Lockpicking and Safecracking 2. appealing nature that often enables her to get people to co-operate with her rather than being obstructive. Explosives 1. Driving 1. She is ideal for wheedling supplies out of hardened quartermasters and the like. Most noticeably. His responses are short. Special Immunity. Radiation 1) with a weak point (neck. Jo has mid-length to long straight fair hair. Science 1. K9 can reliably store and recall data using his computer circuits. especially if forced extensively to use his blaster. Tracking 2 Professor Marius of the Bi-Al Foundation designed and built K9 to be. First Aid 1 Determination: 2. He has been programmed with everything his inventor knows and can rapidly assimilate new information. battery powered and capable of independent action and thought. She is slightly scatterbrained and decidedly accident prone. TARDIS 1 Determination: 6 Awareness: 4. even though he may not be able to explain it simply. Acute Hearing 4. his portable computer and doglike companion. Highly sensitive scanning systems allow K9 to report on the presence of approaching people or creatures. She wears fashionable clothes from the early 1970s: brightly coloured. K9 has an inquiring mind. Serendipity 3. ‘Affirmative’ or ‘Negative’. Medicine 1. Electronics 1. UNIT’s headquarters is considerably brightened by Jo’s presence. K9 Apparent age: N/A Species: Robot dog Equipment: Reflective armour casing (Armour 6. Size 7. chunky rings Strength: 3. she is quite competent in some areas. rounded collars. and delivered in a rising electronic voice. Cryptanalysis 1. Escapology 2. Mathematics 2. Jo also tends to wear chokers. Cheat Death 2 Control: 3. and is eager to show that she can be of use when one of her specialities is needed. Striking Appearance 2 Poor Jo always tries to help the Doctor. blue-grey eyes and a cheerful. but her irrational or clumsy actions often have a habit of working out for the best. baggy paisley or flower-patterned blouses with large. The Doctor also cannot resist tinkering to repair or improve parts of 77 . K9 is mobile. an extendible probe in the centre of his forehead allows K9 to make contact with machines and other computers — including the TARDIS’s — to exchange information. quite simply. Precision 3. Always logical and precise. Con 2. in effect. Acute Hearing 1. For a robot. is a sweetie. It is sometimes hard for some observers to believe that petite. Jo. Keen Sight 2. Earth Equipment: Lockpicks and skeleton keys. miniskirts or crisply pressed flares and clumpy platform-soled boots. but invariably hinders him or disrupts his experiments. Independent Spirit 2 Awareness: 3.DOCTOR WHO — TIME LORD JO (JOSEPHINE) GRANT Apparent age: mid 20s Species: Human. confined to one word questions such as ‘Master?’ or ‘Mistress?’ or brief replies such as ‘Mission accomplished’.

and she often takes independent and sometimes rash action against the advice of the Doctor. around which hangs a tartan dog collar. One result of her direct nature is that she takes people literally and confuses the meaning of unfamiliar colloquialisms and sayings. 78 . about 50cm tall. Cryptanalysis 1. tough leather body armour (Armour 3). although her adventures with the Doctor mean she is slowly believing less in magic and more in science. physics and a number of other subjects. Striking Appearance 2. 80cm long at the base and built out of a grey metallo-plastic. Thrown Weapons 2 Size: 3 Weight: 4 Move: 4. Leela asks direct questions of the Doctor and other people. a tribe of regressive Earth colonists who worship remaining items of high technology as relics. A push-button control panel is located in the centre of his flat back. She is quick to suggest killing an opponent as a way to get rid of him. Science 2 Determination: 4. Janis thorn (fast-acting poison 5) Strength: 5. ribbed link. Archery 1. tanned skin and typically wears hard-wearing. Her speciality. Running 1 Knowledge: 2. Linguistics 2. Leela has a strongly developed sense of intuition that allows her to sense danger and evil. Keen Sight 2. Her movements are catlike and betray her fierce background. She undertook research at Cambridge University and has degrees in medicine. Originally called in by UNIT during the first Nestene invasion. tancoloured hunting leathers and knee-length leather boots. She initially had brown eyes. Two curved antennas on his head act as tracking and audio sensors. his tail is a radio aerial. Leela appears to be in her mid 20s. This primitive background means she is superstitious. His visual circuits are protected by a red panel running across his forehead. Running 1 Knowledge: 5. LIZ SHAW Apparent age: late 20s Species: Human. A raised cowling on his snout conceals a blaster that has to be extended for use. and believes it is right to celebrate the death of an enemy. Acute Hearing 2. Earth Equipment: None Strength: 3. she also boldly states whether something is within her capabilities. clever scientist who frequently proves she is more than a pretty face. Edged Weapons 2. Stealth 1 Size: 4 Weight: 3 Move: 3. Acute Hearing 1. Independent Spirit 1 Awareness: 4. has long brown hair. First Aid 1. She always carries a hunting knife and often uses a poisonous janis thorn to paralyse and kill her enemies. answering at the same time. K9 is ingot-shaped. K9’s flat-sided. Detective Powers 1. Stealth 2. K9 can issue printed reports using the hard copy output located in his mouth. She will often unintentionally contradict the Doctor. when they are questioned by someone.DOCTOR WHO — TIME LORD K9. Driving 1. Tracking 2 Leela is a savage warrior of the Sevateem. however. Disguise 1. but a blinding explosion in The Horror of Fang Rock turned them blue. Poisons 2. LEELA Apparent age: mid 20s Species: Regressive Human Equipment: Hunting knife (Wounds 4). Intuition 2. doglike head is attacked to his body by a flexible. Electronics 2. Iron Constitution 2 Control: 5. Computing 2. Wilderness Lore 3 Determination: 5 Awareness: 3. Cheat Death 2 Control: 4. Striking Appearance 2 Liz Shaw is an attractive. Medicine 2. leaving him out of action and in bits in the TARDIS. Her warrior training has made her ruthless and fearless. The Doctor can summon K9 by blowing on a sonic whistle to which K9’s audio-circuits are programmed to respond. she stayed on as the Doctor’s assistant. is meteorites.

Because she is strong-minded. Temporal Science 1 Determination: 4.DOCTOR WHO — TIME LORD Together. Stealth 1 Size: 4 Weight: 3 Move: 3. Fair hair. Con 1. Mel’s long. Astrogation 1. Eloquence 2. Pseudoscience 1. Earth Equipment: None Strength: 3. and a mid-blue top with white polka-dots and pleated tails. flat white shoes or boots. curly red hair makes her distinctive and easy to spot in a crowd. Screaming 1. which accounts for her belief that there is good in all things no matter how evil they 79 . Cheat Death 2 Control: 4. Electronics 1. is that she has a memory like an elephant’s: she does not forget information or details. Computing 1. Dancing 1. Medicine 2. TARDIS 1. Traken Equipment: None Strength: 3. Science 2. she often has to compensate for the Doctor’s sulkiness by explaining events to people or pacifying them. but Liz also has a tendency to wear outrageously fashionable clothes. She is truthful. Detective Powers 2. Running 1 Knowledge: 5. She has subjected the Doctor to a fitness programme. Mel always seems to be bounding with energy. educational experience. Screaming 2 Mel is a tireless reformer of people. NYSSA Apparent age: early 20s Species: Human. Her favourite colours appear to be pink. Cybernetics 2. When she is excited. A matching bow in her hair completes her outfit. When she is calm. MEL (MELANIE) Apparent age: early 20s Species: Human. Her outfits are rounded off by knee-length white boots. She is imbued with the peace-loving and noble nature of her father. cream and brown and she tends to wear pink or cream-coloured miniskirted dresses. qualities that suit her computing work in 20th century England. It is easy to tell when she is genuinely frightened: loud screams usually result when Mel is confronted by alien monsters or terrifying situations. Mel has a thin face and dark green eyes. Her other great quality. Law 2. First Aid 1. Electronics 2. the one making up for the shortcomings of the other. Striking Appearance 2 Nyssa is the quiet but clever daughter of Consul Tremas of Traken. Bureaucracy 2. she seldom takes orders: she usually has to be convinced of the necessity of doing something before taking action. tried to change the ways of an incorrigible space pirate and attempted to imbue an indecisive coward with bravery. She typically wears white sacks with navy polka-dots. green-brown eyes and sharp-featured face would make anyone stand out in the scientific community. Her brilliance is sometimes overshadowed by the Doctor’s own genius. as the Doctor says. Liz has a wry sense of humour and appreciates the Doctor’s irreverent and lighthearted approach to UNIT affairs. voluminous short coat for outside wear. and a white. As a fitness fanatic. she can seem squeaky-voiced and anxious. Computing 2. Command 2 Awareness: 3. Eloquence 1. Cheat Death 2 Control: 5. Liz becomes quite serious and intense when she has a scientific problem to unravel. Whether she succeeds or fails is largely immaterial: it will not stop her trying to compensate for the faults of others. She is quite bright and inventive. Gymnastics 1. a black. Acute Hearing 1. Dancing 1. She is quick-witted and will make the most of any opportunity presented to her. floppy-brimmed hat. she and the Doctor make a formidable research team. making it sometimes difficult to tell whether she is happy or scared. Running 1 Knowledge: 4. Marksmanship 2 Size: 4 Weight: 3 Move: 3. as does her tendency to wear candy-coloured clothes. Mel is quite adventurous at heart and regards her travels in the TARDIS as an exciting. Science 1 Determination: 4 Awareness: 3. In spite of her nervous nature. honest and very trusting.

Science 2 Determination: 3. Her technical background means she sometimes lapses into incomprehensible scientific speech. Rather than plan her actions. Stealth 1 Size: 3 Weight: 4 Move: 3. Her trust in the Doctor is absolute. and high-heeled shoes. PERI (PERPUGILLIAM) BROWN Apparent age: early 20s Species: Human. a field of knowledge which she has been able to develop with the help of Adric. All of her bright. Running 1 Knowledge: 4. often resorting to bitter sarcasm to make it known that she is unhappy. narrow oval face. brunette hair. Peri will make her opinions known and forcefully ensure that a sensible course of action is taken. This habit makes her unpredictable but also gives her a finely developed sense of trustworthiness: she seems to know when someone intends to harm her friends or herself. a wide smiling mouth. Peri is easily scared and responds by shrieking piercingly and loudly if she is taken by surprised or confronted by dangerous aliens. scientific mind. whose mathematical abilities have enabled her to solve problems that were once beyond her. and she started travelling with the Doctor in the hope of restoring her father to his former self. She favours wearing brightly coloured culottes with either matching leotards or colourful blouses. Although she is quiet and thoughtful. Loyalty and a sense of right and wrong are some of her strongest traits. Like Tegan. aristocratic. 80 . Peri relies on intuition and instinct. Yet if everyone else seems to be wasting time or approaching a problem the wrong way. She typically wears her Traken court clothes: a maroon velvet jacket with puffed sleeves and fur trim. Peri has an inquiring. Striking Appearance 2 As an American botany student. Screaming 2. Her father’s form has been usurped by the Master. hazel eyes and shoulder-length straight. Her youthful. Cheat Death 2 Control: 3. She quickly gets fed up with places and people if they have no interest for her. Nyssa has an attractive. at which point she becomes nervous and edgy. Bioelectronics is Nyssa’s speciality. Earth Equipment: None Strength: 3. None of this gear is particularly suitable for running around strange planets: after several adventures she raided the TARDIS’s wardrobe. Peri has a noticeable accent: a high-pitched nasal American voice which has a tendency to whine when she is panicky. although her intelligence rarely has a chance to surface out of the general level of terror that travelling with the Doctor instils in her. Nyssa can be provoked into action when those she cares for are endangered. She prefers to let other people act and interferes only if they get nowhere. Peri has an oval face. Her adventures with the Doctor have given her an enviable tan. wavy auburn hair. tight-fitting trousers of the same material. summery clothes usually clash with the Doctor’s outrageous outfit. Intuition 1. Her inaction and desire to stay in the background can sometimes make her seem a nervous worrier.DOCTOR WHO — TIME LORD might seem. blue-grey eyes and long. independent nature means she does not like being lectured by her elders: she is the sort of person that needs warning twice to keep her out of harm. Independent Spirit 2 Awareness: 3. She is also trying to research telebiogenesis to understand the Doctor’s regenerative process.

she is prepared to argue and ask questions. Whatever difficulties she gets in. Cheat Death 2. She is a poor judge of character. Much of the time the people she meets treat her as an attractive coffeemaker. she will face stoically: it takes something really horrifying for her nerve to crack. She will often analyse the personality defects of a person out loud in an almost offhand way. which is where she met fellow companion Ben Jackson. She continues this clown-like behaviour on her travels with the Doctor. First Aid 2. large earrings and heavy eye makeup and looks quite a dolly bird. despite his rough nature and background. Earth Equipment: None Strength: 3.DOCTOR WHO — TIME LORD POLLY Apparent age: early 20s Species: Human. Screaming 1. She is easily scared by monsters and will often scream when one surprises her. To Romana. Striking Appearance 2 Fair-haired Polly is part of the swinging social life of London in the 1960s. She has extensive theoretical knowledge about many scientific subjects but lacks the experience to apply them. Ben Jackson. Sleight of Hand 2. Pseudoscience 3. Polly is secretary to Doctor Brett of the Wotan project at the Post Office Tower. often not seeing beneath a dishonest facade. Romana is quick to put down people who she believes are intellectually inferior to her and is reluctant to accept the word of a more experienced person as true. Running 1 Knowledge: 3. sharp mind and a humane view of life: she is shocked by killing. Cheat Death 2 Control: 3. Stealth 1 Size: 3 Weight: 3 Move: 3. however. although she does not protest at being assigned such a role. Polly approves of the wardrobe in the TARDIS which furnishes her with plenty of fashionable clothes appropriate to her debby background. but also a cheeky one: Polly is fond of pulling kooky faces behind people’s backs. Once she has plucked up courage. however. 81 . Riding 1. Science 1 Determination: 4 Awareness: 3. Marksmanship 2. Stealth 1 Size: 4 Weight: 3 Move: 3. Temporal Science 2 Determination: 5 Awareness: 3. Regenerative Powers 3 Control: 4. Eloquence 1. is a good friend and he and Polly often tease each other. she is disdainful about high-technology from cultures other than the Time Lords’ because she regards it as primitive. the hottest night spot in town. Running 1 Knowledge: 5. she can happily turn her hand to repairing old electronic equipment. Bureaucracy 1. Haughty and aloof by nature. Electronics 3. Iron Constitution 2. TARDIS 2. Science 3. ROMANA 1 Apparent age: late 20s Species: Gallifreyan Equipment: None Strength: 3. Romana makes much of her triple first from Gallifrey’s Academy and can be infuriatingly correct where the Doctor’s apparently illogical and haphazard approach fails. intelligent Time Lord who was assigned to the Doctor to help him find the segments of the Key to Time. Her face is heart-shaped with strong cheekbones. Computing 1. the TARDIS is a scientific museum piece that has long since been superseded by more advanced models of time machine. She typically wears above the knee dresses. Her employer describes her as a cracking typist. That said. First Aid 1. Striking Appearance 2 Regal-looking Romanadvoratrelundar — the Doctor calls her Romana — is a young. Screaming 2. Cryptanalysis 1. MacGuffin 2. Polly has an inquiring. She knows where to find the top night clubs and regularly goes to The Inferno. and can be quite gullible if she is told something that she does not already know. Dancing 2.

Among her outfits have been a pink parody of the Doctor’s clothes. smiling face and impish blue eyes make Romana more approachable in her second incarnation. She is still worried. Her travels have made her more independent and she dislikes the idea of having to return to Gallifrey and the stifling society of the Time Lords. Science 3. In her first incarnation the 140-year-old Time Lord has long. Running 1 Knowledge: 5. Marksmanship 2. Driving 1. inadvertently stumbling across the occasional menace to Earth’s safety in the process. Her outbursts at male chauvinism — of which the Doctor is sometimes guilty — are often unheeded. Screaming 1. inquiring mind. more frivolous side of Romana’s nature. a schoolgirl’s outfit. Temporal Science 2 Determination: 5. however. she has retained her intelligence and scientific interests and abilities. including a long white scarf. Striking Appearance 1 Sarah Jane Smith is a liberated woman from Earth in the 1970s. which leaves her 82 . such as making the tea or tidying up. Independent Spirit 1 Awareness: 3. Resourceful Handbag 1. TARDIS 2. Although she constantly changes her clothing. Bureaucracy 1. Earth Equipment: Capacious handbag Strength: 3. Sleight of Hand 2. Cheat Death 2 Control: 4. Electronics 3. well-tanned face make her almost classically Grecian in appearance. while on Earth with the Doctor she often pursues stories as a freelance. Romana tends to analyse and work on problems quietly rather than discussing them and co-operates rather than conflicts with the Doctor’s approach to them. wavy hair and blue-grey eyes. The change has brought out the lighter. Stealth 1 Size: 4 Weight: 3 Move: 3. She lives up to the popular image of feminists at the time: she objects to being told to do things that men regard as women’s work. Her own wardrobe in the TARDIS comprises fashionable for different planets in time and space. Con 1. especially when she believes she excels in a topic that the Doctor is weak on. Bureaucracy 1. she wears more practical apparel. She will happily disobey the Doctor to pursue her own line of investigation. however. Computing 1. Romana is beginning to realize her full scientific potential because of the experience she receives from each new adventure. She is an investigative journalist with an intelligent. Serendipity 1. straight fair hair. Stealth 1 Size: 3 Weight: 3 Move: 3. a regeneration she went through on a whim rather than out of necessity.DOCTOR WHO — TIME LORD Romana’s aristocratic bearing and elegantly featured. Running 1 Knowledge: 4. Practicality is seldom considered when she chooses what outfit to wear for her adventures: her apparel is often more in keeping with high fashion at a king’s court. Her round. Pseudoscience 3. Regenerative Powers 3 Control: 4. SARAH JANE SMITH Apparent age: mid 20s Species: Human. She has long. And she will try to tackle any task that she believes she is the equal of any man at doing. Escapology 1. Cheat Death 2. about his tendency to make rash decisions and becomes indignant when the Doctor blames his mistakes on her. ROMANA 2 Apparent age: early 20s Species: Gallifreyan Equipment: None Strength: 3. auburn. She frequently demonstrates girlish impulses: she loves to dress up and frequently changes her costume. Iron Constitution 2. Cryptanalysis 2. MacGuffin 2. In spite of the change. and a sailor’s outfit with a straw boater. sometimes taking on more than she can really cope with. First Aid 1. First Aid 1 Determination: 5 Awareness: 4. making her nearer to the Doctor in temperament. Striking Appearance 1 Princess Astra of the planet Atrios provided the model for Romana’s second incarnation as a Time Lord.

Computing 1. Lockpicking and Safecracking 1. Such an attitude makes Steven seem blunt and tactless. This seems to have no effect on Steven. Escapology 1. STEVEN TAYLOR Apparent age: late 20s Species: Human. for example. Earth Equipment: Panda mascot Strength: 5. He is something of a sceptic and tends only to believe that which he can confirm himself. Sarah’s clothes range from the fashionably smart to the downright practical. Pain Resistance 1. typically brown with wide lapels and even wider flares. His self-confidence often does not make up for a lack of foresight in planning or poor timing. such as a brown. He is dependent on the TARDIS’s wardrobe for clothes because his space fatigues were badly torn and dirtied after two years’ imprisonment on Mechanus. Driving 1. or errs on the side of tastelessness. First Aid 1. Steven has strong features and neatly coiffured light-brown hair. whose easy going. Steven rarely takes anyone’s statement at face value. although any slights are usually unintentional. He is almost smug when he has information that no one else has discovered or worked out. His habit of calling the Doctor ‘Doc’ irritates the Time Lord. Stealth 1 Size: 3 Weight: 4 Move: 3. Brawling 2. when she is on the point of giving up. self-confident nature seems impervious to criticism. such as a stiff-looking fawn corduroy suit. Marksmanship 1. Edged Weapons 1. Steven is strong-minded enough to make deliberate insults to a person’s face. Wilderness Lore 2 Determination: 4 Awareness: 4. She often makes up for lack of skills by tackling a problem enthusiastically. Quick Recovery 1 Control: 4. Striking Appearance 1 Steven Taylor is an adaptable. A handsome man. however. Sarah. for more expected adventures she resorts to wellington boots. however. heart-shaped faced is framed by mid-length black hair. Astrogation 2. who snaps rejoinders for Steven to call him by his proper name. Piloting 2. although she becomes quite despondent if she fails. Running 1 Knowledge: 4. a bright yellow waterproof coat. Leaping 1. Steven irrationally rushed back to save his panda mascot. she has blue eyes. is plucky and will try to extricate herself from difficulty on her own. if he has no one to back him up. Sarah gets on well with her fellow companions in the TARDIS and especially the soldiers of UNIT such as Sergeant Benton and Captain Yates. Her attractive. His rashness is tempered only by the extremes of a situation. cream and orange striped turtleneck top and brown slacks. or by the intelligent reasoning of a companion such as Vicki or the Doctor. mid-length skirt and thick woollen pullover. Her career and tendency to storm off in a huff or in exasperation mean she gets into quite a few scrapes from which she needs rescuing. On the planet Mechanus.DOCTOR WHO — TIME LORD feeling quite indignant. At one time she might wear a matching trouser suit. 83 . resourceful but not always inspired spaceship pilot for whom direct action seems to be the best course. an action that almost cost him his life. She protests heartily at any hardships. Whatever he picks is slightly unfashionable. the Doctor will goad her onwards.

Acute Hearing 2. Artist 2. Her immaturity sometimes shows when she behaves childishly or selfishly. TARDIS 1. Tegan continued to wear her lilac stewardess’s jacket. irrational and upset. Susan typically wears stirruped. Iron Constitution 2. Her affection for the Doctor is strong and she becomes quite concerned if he goes missing. TARDIS 1 Determination: 5. thereby bringing hardship on herself and forcing her companions to help her. She is an active companion. Independent Spirit 1 Awareness: 3. Despite her independent spirit and unwillingness to be forced into roles that demean her. high-collared sheepskin jacket: she rarely wears appropriate clothing for the conditions she must face. She has since changed into what she must regard as more practical garb for visiting alien worlds — typically a short. narrow slacks. She has described herself as just a mouth on legs: she will often speak without giving a matter full thought with the result that she ends up in trouble or doing something she would rather not have done. Generally. Susan is too young to know much about the universe. During her initial adventures with the Doctor. have a distant. First Aid 1. especially if the Doctor seems to be doing nothing to resolve a problem. and her impulsiveness can sometime lead to misfortune. She distrusts Turlough mainly owing to what is. Even for a Time Lord. Earth Equipment: None Strength: 3. Striking Appearance 2 Tegan is an outspoken Australian air stewardess who wandered into the TARDIS believing it to be a police box. Computing 1. She is in her early twenties. When she is not unbalanced by fear or a sense of panic. TEGAN JOVANKA Apparent age: mid 20s Species: Human. Temporal Science 1 Determination: 3 Awareness: 4. framed by her arched black eyebrows and shock of unruly black hair. however. Her dark eyes. she is a bright and cheerful woman.DOCTOR WHO — TIME LORD SUSAN FOREMAN Apparent age: late teens Species: Gallifreyan Equipment: Small handbag Strength: 3. although her eyes betray a knowledge far greater than that of the Earth schoolgirl she resembles. Susan is resourceful and inventive. Only Tegan would shoulder-charge a Cyberman just to put it off its stride! She can become quite emotional. Con 1. Science 1. she is an improviser. 84 . Running 1 Knowledge: 6. Striking Appearance 2 Susan is a young Time Lord who fled Gallifrey with the Doctor in the TARDIS he borrowed. Tegan has short auburn hair. she does not proclaim herself to be a feminist: she would rather act than take the time to explain. yet shows a shocking ignorance in others. Driving 1. hazel eyes and an attractive face with a strong jaw-line. Such suspicion is justified while Turlough is in the Black Guardian’s thrall. in her eyes. In human reckoning she looks to be about fifteen years old. flat shoes and an assortment of plain or striped tops. although she sometimes realizes the full implication of what she is involved in and becomes afraid. For forays outside the TARDIS she has a short. however. Cheat Death 2 Control: 4. Susan rarely has a clear plan of action. cotton print dress in bright irregular splashes of colour and red court shoes. First Aid 1. Running 1 Knowledge: 4. She is brilliant at some subjects. Like the Doctor. short skirt and hat. always ready to leap into action. Cheat Death 1. Stealth 1 Size: 4 Weight: 3 Move: 3. his shifty behaviour. slightly disturbing look about them. but not once he is free of the Guardian’s influence. Marksmanship 1 Size: 4 Weight: 4 Move: 3. and often displays a good sense of initiative when opportunities present themselves. Regenerative Powers 3 Control: 4.

He would rather use charm to make a person to see his point of view than argue heatedly. Earth Equipment: None Strength: 2. Because she is so young. She lacks the patience. Con 1 Turlough appears to be a normal Earth male in his mid to late teens.DOCTOR WHO — TIME LORD TURLOUGH Apparent age: late teens Species: Trion. Running 1. One mark. Cheat Death 1. Animal Empathy 1. Pseudoscience 1. waistcoat and trousers. VICKI Apparent age: mid teens Species: Human. and will often accept people for what they say they are. he is slightly contemptuous of the primitive people of 20th century Earth. Driving 1. The Doctor’s best opinion of her would be as a foolish child. His determination to keep his background a secret gives him a furtive. calm approach. Ian and Barbara. Running 1 Knowledge: 5 Determination: 3 Awareness: 3. He is reluctant. Although Turlough seems to act the coward and often advocates leaving the scene of an incident as an way out. she lacks the determination to apply herself to problems to which the solution is not apparent and will give up easily if she seems to be getting nowhere. Iron Constitution 1 Control: 4. He is scrupulous in his efforts to keep the brand hidden. Because Turlough comes from an advanced culture. grey shirt with a wing collar. His attitude often causes conflicts with Tegan. from which she was rescued by the Doctor. his behaviour is attributable to a desire to find a calm and rational answer to a problem. Her spaceship crashed on the planet Dido. 85 . to let other people get on with a task. landing herself in trouble. Astrogation 1. Science 2. Despite her weaknesses and childish behaviour. Turlough has short. and easily terrified by alien monsters. He typically wears the uniform of his public school: black blazer. Command 2 Awareness: 4. might give away his criminal status to someone if Turlough were careless enough to reveal it. Such odd behaviour can also be attributed to his original patron. but is really a Trion who has been exiled to Earth. however. Turlough is quite capable of taking decisive action when it is needed. ginger hair and blue eyes. whose brash. Stealth 2 Size: 3 Weight: 4 Move: 3. the Black Guardian. and will become sulky or even wander off to find something else to do. Vicki is quite resourceful and can cope with surviving on her own: in The Chase she even sneaked aboard a Dalek time machine so that she had a chance of joining the Doctor after they had been separated. about being pushed into things that he would rather not do. Computing 1. mysterious air. He a criminal in the eyes of the Trion people and is in political exile along with the rest of his family. Vicki is a quite likeable girl on the whole and gets on well with fellow companions Ian and Barbara: Barbara’s mothering instinct is strong when Vicki is around. Vicki has one great weakness: she is absolutely terrified of heights. TARDIS 1. exile Equipment: None Strength: 4. direct nature conflicts with Turlough’s detached. a black tie with fine yellow stripes and black shoes. Swimming 2 Knowledge: 6. a Mesos triangle on his upper left arm. Stealth 2 Size: 4 Weight: 3 Move: 3. Transmat 1 Determination: 3. She is bright but seemingly innocent. who used him as a tool to try to kill the Doctor — an obligation of which Turlough is now free. too. Bargaining 1. Cheat Death 2 Control: 4. Screaming 2 Vicki is an orphaned colonist from Earth in the 25th century. Her youth and naivety mean that she is easily taken in by other people. although he would be concerned if she went missing.

Yates is a little unnerved by the frequent encounters that UNIT has with aliens and he lacks the steadiness of mind that the Brigadier and Benton demonstrate in such confrontations. and has even dressed as a medieval page boy during her adventures. She typically wears a simple dress with diamond-shaped piping at the hems and collar: the material is dirt-repellent and non-creasing and does not need cleaning. and so Victoria has been persuaded to overcome her timidity and wear more practical clothes: she typically wears a knee-length skirt — quite shocking for a generation of women not used to revealing even their ankles — or walking clothes of britches. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Wilderness Lore 1 Determination: 3. however. roundish face and mid-length fair hair that she sometimes wears in twin pony tails. Victoria wears full Victorian dress as appropriate to her standing. and mid-length dark hair. Electronics 1. Range 4). In her initial travels with the Doctor. he reassures her and acts protectively towards her. Yates tends to be chauvinistic and is reluctant to let the Doctor’s female companions imperil themselves. He will get the job done competently and conscientiously. walkie-talkie Strength: 4. although he seems to lack the imagination and foresight that would make him a 86 . Piloting 1. long socks and sturdy boots. Command 2 Awareness: 4. She tends to tease him to get him to do things he might ordinarily balk at. jacket. blue eyes. but he is best in a support role or when leading men against other men. Running 1 Knowledge: 3. however. Brawling 1. Mike Yates presents a dashing figure. Marksmanship 2. Eloquence 1. Quick Recovery 2 Control: 4. but much of what he knows is familiar. Screaming 3. He is a typical young army officer: bright. He is a stickler for form except when he is off-duty or on undercover assignments. well-spoken and charming. Bureaucracy 1. CAPTAIN YATES Apparent age: early 30s Species: Human. By nature he is restless and does not like sitting around doing nothing when something should clearly be done. with an ability to get on well with his men and his senior officers. Driving 1. This comprises a dress with several layers of petticoats and formidable and constricting undergarments. At time. however. She has a round face. is someone she can understand: he comes from a slightly more primitive time than she does. Travelling with the Doctor is gradually changing Victoria’s outlook and making her less shockable and much bolder. is too bulky to allow the Doctor free movement in the TARDIS’s control room. Stealth 1. and tends to faint at horrifying sights or to scream in terror. and her upbringing means she is modest in behaviour and dress. she does borrow form the TARDIS’s wardrobe. VICTORIA WATERFIELD Apparent age: late teens Species: Human. Such an outfit.DOCTOR WHO — TIME LORD Vicki has a youthful. When he was killed by the Daleks she joined the Doctor on his adventures through time and space. She is a demure young lady. Earth Equipment: None Strength: 3. Earth Equipment: Automatic pistol (Wounds 5. Leaping 1. Cheat Death 1. Jamie McCrimmon. In return. For all his loyalty and his experience. a fellow traveller. Running 1 Knowledge: 4. She is a small girl in her late teens. Mechanics 1. Blunt Weapons 1. Cheat Death 2 Control: 3 Size: 4 Weight: 3 Move: 3. Science 1 Determination: 3 Awareness: 3. Left to his own devices he can cope with most situations. Striking Appearance 1 Victoria is the daughter of the Victorian scientist Professor Edward Waterfield. however. Striking Appearance 1 As a captain in the United Nations Intelligence Taskforce.

Zoe is a product of the Earth of the early 21st century. and black plastic boots. ZOE Apparent age: late teens Species: Human. such as a dark. handsome face. Zoe is keen to learn about items and processes she has not come across.DOCTOR WHO — TIME LORD brilliant officer: Yates is usually at least one step behind the Brigadier when it comes to planning. Intuition 1. 87 . In The Mind Robber she bested fictional comic superhero The Karkus in combat through the use of self-defence. such as the ones of 20th century Earth. Robotics 1. Thick. She is coolly confident in her own abilities and sceptical of even the Doctor’s attempts at coping with technology. Despite her small. At the same time she can be quite terrified of the unknown or of hostile or dangerous creatures. Piloting 1. Astrogation 2. Yates is slimly built. searching questions to further her knowledge. primitive ones. or black plastic miniskirt and short-sleeve jacket. Screaming 1. He is an able second who benefits most from working under a strong. Her round. Running 1 Knowledge: 4. Science 2. He is invariably in full captain’s uniform because of his extensive office role at UNIT headquarters. Martial Arts 2. pink scallops. childlike frame and features. Photographic Memory 2. with a narrow. Computing 3. sparkly Emma-Peeler catsuit and white. simply infuriate her. blue eyes and short. both edged with broad. Zoe is tough and quite able to defend herself. Electronics 1. Her mental powers are phenomenally advanced and are demonstrated by her power of total recall. pointed ankle-boots. Mathematics 2. smooth-skinned face is set off by penetrating brown eyes that are usually emphasized by heavy. Striking Appearance 2 Highly intelligent Zoe is almost a mental rival of the Doctor: she believes that the Doctor is not quite as intelligent as she is! She is certainly more adept at dealing with computers than he is and deserves her space station rank of astrophysicist and astrometricist first class. Temporal Science 1 Determination: 4 Awareness: 4. dark make-up. mid-brown hair. straight black hair that is forced up and back by a narrow headband falls forward to frame her face. capable leader. Earth Equipment: None Strength: 3. and will ask pertinent. Computers seem almost like toys to her owing to her ability to quickly work out programs in her head. Cheat Death 2 Control: 4. Stealth 1 Size: 4 Weight: 3 Move: 3. Zoe typically wears futuristic clothing.

can be made using the mind print of a person. AUTONS AND THE NESTENE INTELLIGENCE AUTON Weapons: Blaster (Wounds 6 on kill. Where doubt about abilities has arisen. Feel free to add or remove abilities to create specialists. he should feel free to do so. TIME LORD uses the most consistent one or fills in a few details! The referee should. and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe. A sophisticated version of the basic Auton. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters. Wounds 3 on stun). They are not a succession of monsters to be blown away by trigger-happy companions. Marksmanship 2 Size: 3 Weight: 4 Move: 3 Knowledge: 2 Determination: 6 Awareness: 4. Each one embodies part of the Nestene intelligence. Autons have a characteristically jerky. robots fabricated from plastics and given crude human features. it inflicts 3 Wounds when set to stun. It is inevitable that some people’s favourites will be missing. 88 . the replicant. but very difficult to damage a Dalek or Cyberman with rifle fire — players should not count on their ability to do so — and it would take an increase of only 1 to these aliens’ Armour value to make them virtually invulnerable. for example. just as humans do. the statistics are for warriors of a particular culture. lumbering movement that can betray their true identity. and can pass for humans when they are dressed appropriately and given face masks. if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds. remember that aliens are full characters. are of necessity a selection of old and recent enemies. are those that appeared in The Moonbase and The Tomb of the Cybermen. for example. They look like shop window mannequins. If any referee wishes to make certain monsters tougher or weaker than they appear here. At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game. Weapons Built into the right hand of every Auton is a blaster that inflicts 6 Wounds. Armour The resilient plastics body of an Auton counts as full Armour 8. and to detail them all in terms of the TIME LORD rules would warrant a book on its own. particularly the Daleks and Cybermen. The aliens presented here. Replicant Autons are indistinguishable from the real person and can think for themselves.DOCTOR WHO — TIME LORD ALIENS A great many aliens have been encountered by the Doctor on his travels. if possible. The aliens presented here are also only typical of their types: in most cases. fist (Wounds 3) Armour: Full Armour 8 Strength: 5. When different backgrounds conflict. therefore. Brawling 2. the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD. because the bullets are absorbed. It is possible. Disguise 2 Autons are the mindless slaves of the Nestenes. a group mind that in parts can control individual Autons and report back to the mental core. but Autons have not been known to use this setting. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers. At all times. but it should be easy enough to create them. In addition. Special Immunity (bullets) 2 Control: 2. have changed considerably since their first appearances in the DOCTOR WHO series. Some enemies. watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. and make sure that they convey the full menace of their television counterparts. especially as far as combat goes. The fingers of the Auton’s hand flip downwards to reveal the narrow gun barrel. Role-play them convincingly. they have the physical strength of an Auton and the mental powers of their subject. An Auton inflicts 2 Wounds if it strikes with its fists.

Plastics materials are the Nestenes’ tools: they can control molecularly adjusted plastics to create the robotlike Autons or to make ordinary household objects into weapons of terror. mutually telepathic intelligence that takes corporeal form as a cephalopod — a giant octopus. 89 . Whoever the intelligence takes over. but are typically Strength 3. Marksmanship 2 Size: 2 Weight: 5 Move: 2 Knowledge: 8 Determination: 7. the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes. it is immobilized. seeking out suitable planets to colonize. Plastics objects vary in Strength. Weaknesses Like its Auton subjects. The intelligence travels through space.DOCTOR WHO — TIME LORD Weaknesses If an Auton can be deprived of contact with the Nestene intelligence. plastic dolls or cables animated to strangle them. The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene. When it finds one. Hypnotism 1 Awareness: 3 Nestenes is the collective name for a disembodied. and plastic flowers made to spray suffocating films in people’s faces. in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them. All count as attempts to suffocate the defender. Inflatable chairs can be made to suffocate people. it sends a swarm of meteorites — plastics globes containing part of its being — to the planet. in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers. Weapons In its corporeal form. NESTENES Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack) Armour: Full Armour 7 Strength: 5 Control: 6. Control 3 and Move 1. The intelligence needs to destroy any native population in an area so it can materialize in complete safety. it imbues with its ability of Hypnotism (but only at the agent’s Determination). Control and Move. Armour The thick. Each round after a successful grappling attack has been made. rubbery skin of the corporeal form has full Armour 7. the intelligence inflicts 5 Wounds on its target unless that person can break free. Plastics that its servants have molecularly adjusted can be controlled by the intelligence. Brawling 2.

which had returned to its home solar system. owing to their scientific advances. Armour The metallo-plastic skin of a Cyberman counts as Armour 9 full armour. Their faces are impassive metal masks. Expeditions are led by a Cyber Leader. The once human inhabitants of their home planet. those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies. their scientists eliminated what they saw as imperfections in their brains: emotions. however. Precision 1.DOCTOR WHO — TIME LORD CYBERMEN & CYBERMATS CYBERMAN Weapons: Blaster (Wounds 8 on kill. Cybermen are disturbing simply because of their sheer inhuman behaviour. With no lip movement and no body language to observe. with only circular holes where eyes should be. They became Cybermen. fleshy frames have been replaced. Human bodies. except the brain. radiation. which inflict 6 Wounds. Cybermen look just silver-coloured metal men. a process of physical replacement and mental conditioning. They are completely immune to vacuum. Earth and its colonies are therefore often chosen as targets of Cybermen attacks. These Cybermen have Knowledge 7. cold) 3 Control: 3. The solid. It is the object of propagating the Cyberman race that drives them to travel through space (they have not. because the Cybermen can increase their numbers only by converting suitable subjects. Science 1 Determination: 7. The Controller. with metal or plastic parts. where a small metal grille conceals a heat-exchanger. Hydraulic pipes run over their flexible metal skin and into the accordion. which coupled with their resistance to cold and heat means they survive where humans would perish — even outside spaceships. in order to become Cybermen. Special Immunity (heat. Marksmanship 2. Instead of ears. Because their weak. Weapons Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun. Indomitable Will 1 Awareness: 2. especially considering their resistance to most other species’ weapons. The chest unit also houses communication equipment and a light. Cryptanalysis 1. it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas. Their lack of fear makes them terrifying warriors to encounter. 90 . are essential to the survival of the Cybermen. Eventually. without which they have become creatures of pure logic. In addition to their hard. however. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy. a Cyberman has antennas that emerge from the side of its head and connect to the top. developed the science of cybernetics to the extent that they could replace every part of the human body. patrols are headed by a Cyber Lieutenant. metal fists. Cybermen speak with a perfectly flat. Cybernetics 1. twangy electronic voice: their speech circuits are incapable of inflection.1 metres tall. Computing 1. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. the leader of the Cybermen. Extreme cold. Tracking 2 Cybermen are neither evil nor good. electric charge (Wounds 3) Armour: Full Armour 9 Strength: 6. The optical units can be switched to see into the infra-red spectrum. Whenever an invasion force of Cybermen travels through space. pity. Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans. Iron Constitution 2. just clinically logical in their actions: they have no concept of fear. Wounds 4 on stun). Mondas. and a harsh slit for a mouth. joy or unit on their chests. Captured humans are cyberized. silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. Martial Arts 1 Size: 3 Weight: 5 Move: 3 Knowledge: 6. because they do not need to breathe. fist (Wounds 6). tubelike weapon clips onto the base of the chest unit. seldom leaves their adopted home planet of Telos. the bulk of it travels in cryogenic silos from which it must be awakened. discovered time travel). disease. as yet. The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas. Cybermen can discharge part of their internal power to stun an enemy. about 2. Cybermen are preternaturally strong. Explosives 1. forces Cybermen into hibernation.

CYBERMAT Weapons: Bite (Wounds 4 to penetrate armour.DOCTOR WHO — TIME LORD Weaknesses Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. Leaping 2. Instead. Stealth 3 Size: 6 Weight: 2 Move: 2 Knowledge: 2 Determination: 6 Awareness: 4 Cybermats look like giant silverfish. semi-intelligent robots to infiltrate enemy bases. it injects one of two types of venom. shooting both out will deactivate but not destroy the creature. energy bolt (Wounds 4. A cybermat’s bulbous head has two large white eyes. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim’s Wounds to his death point. for the first six hours after activation because their Strength automatically beats the difference for the first five hours. Gold counts as a fast-acting poison. but count as fast-acting poisons that bypass armour and directly attack a Cyberman’s Strength. causing the Cyberman to seize up. The most commonly used venom is a neurotoxin. Cybermen employ these small. The one used against the Cybermen in The Moonbase would be Wounds 4. if the Cybermat’s bite gets through armour. Cybermats typically move through the service tunnels and ventilation ducts.exchanger. 91 . The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents. It must be administered through a Cyberman’s chest grille because it works by corroding the elements of the heat. The Wounds inflicted count only as an increased difficulty against the target’s Move. depriving the base of any materials that might be used against the Cybermen. Cybermen are always mobile. injects Wounds 4 poison). Marksmanship 1. cream-coloured tentacles which brush the ground. The grille in the centre of a Cyberman’s chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target. two antennas. therefore. but only paralyses its target. It has a range of 1 area. inflicts 4 Wounds. it means that person can be conditioned by the Cybermen’s mind-controlling apparatus. range 1 area) Armour: Full Armour 9 Strength: 2 Control: 2. which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. Armour As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen. Wounds 5. with a rate of decay of 1 an action turn. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn. where they secretively destroy materials and personnel. Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station’s supply of bernalium. These vary in effectiveness. Cybermats can emit a weak energy bolt from their eyes. They are about 50 centimetres long and built from flexible metal segments. Weapons A Cybermat’s main weapon is its poisonous bite. and a frill of short. which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. Weaknesses A Cybermat’s eyes count as Size 8 unarmoured targets. they have full Armour 9.

they have lost the powers of intuition and inspiration. Dalek armour is shaped like a pepper pot about 1. Tracking 3 BLACK DALEK Weapons: Blaster (Wounds 8 on kill. they also have the power of speech through a builtin electronic voice box. because its armour is coloured black. The Dalek creature itself is a hideous. slab-sided part is covered in large hemispherical nodules. It is as dangerous outside its protective shell as it is inside. Explosives 1. Computing 1. The harsh. green. which can travel to a limited extent through time using taranium-powered machines. for example. Although Daleks are linked into a communication network. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 6. Temporal Science 1 Determination: 6. Command 2. Ogrons are particularly favoured because they are stupid but loyal. They are utterly ruthless. human mercenaries are used reluctantly because they are by nature treacherous. Cryptanalysis 1. The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources. which in reality is Davros in creamcoloured Dalek armour topped with a spherical case that hides his true form. multi-tentacled mutant about 60 centimetres across. the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. Wounds 4 on stun) Armour: Full Armour 9 Strength: 4. Indomitable Will 2 Awareness: 2. Pure strain Daleks seek only to exploit Davros’s skills and do not acknowledge him as leader: to them he is only a resource of knowledge. They have cream and gold armour and are led by the Emperor Dalek. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 7. 92 . grating voice box enunciates individual syllables: the word exterminate. Wounds 4 on stun) Armour: Full Armour 9 Strength: 5. The lower. leaving them only with strong emotions such as hate. owing to its incredible will to live and a murderous desire to kill. Explosives 1. Imperial Daleks are the result of Davros’s further experiments to breed infallible Daleks that are totally loyal to him. Their conversation tends to be along the lines of: ‘Exterminate’. Daleks are divided into two warring factions: pure strain and Imperial Daleks. comes out as ex-ter-min-ate. calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species. Command 2. ‘The Doctor is an enemy of the Daleks. Both factions use other species to compensate for their limited mobility. an abnormally intelligent mutant specially bred for the purposes of leadership. Robotics 1. its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch. The Supreme Dalek is also known as the Black Dalek. revenge and cruelty. especially in dangerous environments. Special Immunity (radiation) 2 Control: 1. Gloating 1. Special Immunity (radiation) 2 Control: 1. All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds. Pure strain Daleks have grey and black armour and are led by the Supreme Dalek. he must be exterminated’ and ‘Halt or you will be exterminated’. Computing 1. Science 1 Determination: 6. Time is no longer a barrier to the Daleks. Science 1. Tracking 3 Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race. Robotics 1. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers. the values of Control 1 and Move 2 are those of its armour. Gloating 2. Cryptanalysis 1. Iron Constitution 2.DOCTOR WHO — TIME LORD DALEKS & THE BLACK DALEK DALEK Weapons: Blaster (Wounds 8 on kill. Iron Constitution 2. A single eye-stalk juts out of its domeshaped head. Indomitable Will 1 Awareness: 2.5 metres tall. The mutant itself has Control 4 and Move 1.

Although they have a strong martial tradition and a warrior’s code similar to that of the Japanese samurai. it is possible to squeeze a human into the armoured shell. Wounds 3 on stun) Armour: Full Armour 3 (scaly skin) Strength: 4 Control: 3. they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. slightly sibilant voice. green scales spread up from the neck. pointy heads topped by a small crest of green scales. Draconians speak with a harsh. blue sash. In many ways they think and act like humans. Armour 6 and Strength 4. the blaster paralyses an opponent. he saved them from a deadly plague for which he was made a noble of Draconia. Armour A Draconian’s tough. Their talon-like hands inflict 2 Wounds. About 2. ornamental wings curve from the robes at the shoulders. Draconians have tall. Command 1 Awareness: 3. Draconians of rank should be greeted with the words. round the ragged. the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed. Weaknesses A Dalek’s physical weak points are its eye-stalk and the manipulator arm. The Draconians are ruled by an emperor. and pointed. Weapons Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. Daleks are supremely arrogant and overconfident. Women are treated as second class citizens — they are not even permitted to speak directly to the emperor. they often underestimate their enemies. When set to stun. His rank is denoted by a large blue gemstone on a broad. Flowing green and gold robes cover their scaly green bodies. Astrogation 1.2 metres tall. for example.’ Draconians are as civilized and as scheming as the next alien. battle computer and life-support systems. they do not injure the creature inside. Computing 1. scaly skin counts as tough leather full armour. First Aid 1. Armour The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9. 93 . with an attack period of 24 hours. pointed ears and the back of the head. Their brown faces are elongated with a black forked beard. A Dalek with a disabled eye-stalk. There is no known cure.DOCTOR WHO — TIME LORD Weapons A Dalek’s built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun. DRACONIANS Weapons: Blaster (Wounds 6 on kill. Yet they are honourable: it is virtually unheard of for a Draconian to break his word. Eloquence 1 Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. Wounds 4. Martial Arts 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. Marksmanship 1. At the time of the fifteenth emperor. The armour houses and protects a Dalek’s power plant. both of which are Size 6. and to do so is a tremendous breach of etiquette. princes of Draconia have a green sash with a green gemstone. and it takes much provocation for the Draconians to breach their treaties. In Frontier In Space. The Doctor has twice helped the Draconians. A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison. ‘My life at your command. Attacks against these weak points only disable the respective part of the Dalek. if these are removed. Science 1 Determination: 5. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature. the third Doctor averted a potentially catastrophic war between Earth and Draconia. cannot see. providing protection of Armour 3. whose court is on their home planet of Draconia.

Armour A Haemovore has no natural armour. Fuse Metal 1. Although it still has the power of speech. the one with the greatest powers. Psychic Shield 3 Awareness: 3 Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which. those of the Ancient One inflict 5 Wounds. Brawling 2 Size: 3 Weight: 4 Move: 3 Knowledge: 4 Determination: 5. changes: it puffs up and turns pale blue. they have become creatures of instinct. the first of the Haemovores has by far the greatest powers. 94 . barnacle-like growths.DOCTOR WHO — TIME LORD Weaknesses A Draconian’s pride may provoke hasty action. The creatures live in small communities in the depths of the oceans. but is protected against certain attacks by its Psychic Shield. Known as the Ancient One. its voice has become harsh and sibilant. Much of their power for rational thought. is now a deathly white. Its skin. Fenric. Science 1 Determination: 5. Quick Recovery 2 Control: 2. its lips. and its fingernails. an evil intelligence banished for centuries into the shadow dimensions by the Doctor’s trickery. the Haemovores may yet again rise from the depths. Its skin. Command 2. as the chemical mutation passed on by its creator takes hold. HAEMOVORES & THE ANCIENT ONE HAEMOVORE Weapons: Claw (Wounds 4) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 4 Control: 2. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans. a new Haemovore loses the power of speech and communicates through telepathy. however. Poisons 2. Although the Ancient One perished. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. however. a full red. At first. Limited Telepathy 2. Limited Telepathy 1. Each community is led by the oldest present Haemovore. a newly created Haemovore resembles the person it once was. In time. 2. too. The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one. or in wrecks and caves on the seabed. man poisons the Earth. Weapons The sharp claws of a Haemovore inflict 4 Wounds. Swimming 2 Knowledge: 6. brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor. otherwise they have no particular weakness. Only their craving for human blood — a scarce resource in their future Earth — brings them from the oceans. becoming encrusted with white. in the far future. Psychic Shield 3 Awareness: 3 ANCIENT ONE Weapons: Claw (Wounds 5) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 5. A millennium or two of mutation produces the final form: a broadly built. long talons. the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox.2 metre tall creature of like power to the Ancient One. Brawling 2 Size: 3 Weight: 5 Move: 3. and Fenric’s physical form was again destroyed. has gone.

Special Immunity (cold) 2 Control: 2. Electronics 1. Fuse Metal [Strength] This unusual ability is the power to form metal by pressure alone. the creature must beat the difference. Ice Lords are the officers. at ranges greater than or equal to the ability. Their technology. Mechanics 1. Trisilicate is the material used in their electronic circuits. The Ice Warriors have a long tradition of expansion by military conflict. Pain Resistance 2. Psychic Shield [Determination] This ability provides a mental barrier against kinetic physical attacks. Brawling 2. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves. Limited Telepathy [Determination] Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. which creates a psychic barrier that they cannot penetrate. Pain Resistance 2. Acute Hearing 1.DOCTOR WHO — TIME LORD Weaknesses Haemovores are repelled by a person’s faith. Engineering 1. however. Indomitable Will 1 Awareness: 3. a mineral that is abundant on Mars and which they are eager to exploit sources of. opening the mind of the victim to the Ancient One’s and allowing the creature to Command the victim to enter the sea. Gloating 1. Yet they are capable of great subtlety. Limited Telepathy allows communication only between other telepathic creatures. At a number of areas less than the total ability of the telepathic creature. against bullets. but useless against as passive attack such a poison gas. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. Robotics 1. Computing 1. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy. Tracking 1 ICE LORD Weapons: Blaster (Wounds 8 on kill. Law 1. Wounds 4 on stun). Bureaucracy 2. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person’s psychic field. performing the role of diplomat or expedition leader. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 6 Determination: 5 Awareness: 3. 95 . Marksmanship 1. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. blunt weapons and edged weapons. ICE WARRIORS & ICE LORDS ICE WARRIOR Weapons: Blaster (Wounds 8 on kill. Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions. Command 1. Stealth 1 Size: 3 Weight: 4 Move: 3 Knowledge: 7. Eloquence 1 Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet’s cold. Special Immunity (cold) 2 Control: 3. Bureaucracy 1. It counts as Armour of protection equivalent to the total Psychic Shield ability — Armour 8 for a Haemovore. performing much the same role as silicon does in Earth technology. with a difficulty equal to the distance in areas. Wounds 4 on stun). communication is automatic. Science 1 Determination: 6. arid environment. and their solutions to problems are usually direct and violent. therefore. harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation. It is effective. is heavily based on trisilicate. Acute Hearing 1.

ridged limbs and helmet make them look as if they belong to an ancient civilization. Computing 1. A Mechanoid is about 1. a small column topped by a broad. slender metal feelers that the Mechanoid uses to operate machinery. dry climates so they are particularly vulnerable to humid heat. Size 7 target. the Ice Warriors have been bent on the domination of Earth. Marksmanship 3 Size: 3 Weight: 5 Move: 2 Knowledge: 6. frozen in a glacier. an Ice Warrior inflicts 5 Wounds. Mechanoids have grating. however. Arcturus and Peladon. Ice Lords are slightly built versions of the Ice Warriors. the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor. the Ice Warriors speak in low. Instead of hands. their breathing sounds laboured. but it is a sterile existence.DOCTOR WHO — TIME LORD Like humans. each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious. every 5 degrees centigrade above this increases the difficulty by one.2 metres tall. At the top of the sphere. Seemingly betraying a reptilian background. angular sphere on a low circular base. This gap counts as an Armour 3. At the end of every action turn during which the ambient temperature difficulty is 5 or more. and at 2 to 2. Ice Warriors are a political species and able to recognize that negotiation. however. Ice Warriors are used to cold. the Mechanoids have largely been forgotten. they are clearly alien. Mechanics 1. electronic voices. scaly carapace. without the heavy carapace. sensors and its weaponry. Weapons The blaster attached to an Ice Warrior’s right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. On the planet Mechanus. but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment. Ice Warriors tend to move slowly and deliberately. Robotics 1. A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior. however. Science 1 Determination: 6 Awareness: 3. and the commands needed to gain access to the beautiful cities they create lost by man. Armour An Ice Warrior’s green. sibilant tones. is sometimes the answer to conflict or the advancement of their civilization. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies! It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth. and precede and finish their simple commands with spoken binary sequences. Alpha Centauri. 96 . The heat does not inflict any Wounds. electric shock (Wounds 3) Armour: Full Armour 5 Strength: 4 Control: 1. and have infinite patience to rebuild their work should it be destroyed. The metal triangular panels that comprise its outer skin conceal circuits. Mechanoids. Their armoured. Such prisoners will be well catered for. When anyone encounters a Mechanoid city. MECHANOIDS Weapons: Blaster (Wounds 7 on kill only). not war. A narrow metal band runs round the middle of the robot and houses the two. Engineering 1. at others. When striking with its claws. even when silent. Weaknesses The only weak point in an Ice Warrior’s armour is the gap that exposes its mouth and jaw. It uses sonic energy. Tufts of fur stick out from the joints in their green armour. flat metal cone sticks out: the column contains the Mechanoid’s main audio sensors. At one time the Martian empire has been part of a federation of planets that has included Earth. both types have heavy pincers. Electronics 1. horny carapace and helmet count as full Armour 9. are used to repairing each other. Constructed during the first few years of Earth’s expansionist period. the robots will confine him indefinitely until they are given the codes that they should receive from the colonists. Precision 1 Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation.7 metres tall and looks like a multi-faceted.

Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 1 Control: 3, Brawling 1, Marksmanship 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2 Determination: 6, Command 1 Awareness: 3, Precision 2, Striking Appearance 2 Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack. Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros’s creations. Yet doing so has resulted only in stalemate: whatever the Movellans’ computers plot, the Daleks’ computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species. The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals. Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

A Movellan’s resilient body is equivalent to full Armour 6.

The external power pack on each Movellan’s belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.


Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Body Armour 3 Strength: 5, Pain Resistance 2 Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 3, Running 1 Knowledge: 2, First Aid 1, Wilderness Lore 1 Determination: 5 Awareness: 2, Tracking 1 Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god. Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin. Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

An Ogron’s jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4) Armour: Full Armour 7 Strength: 4 Control: 2, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 2 Knowledge: 6, Computing 1, Electronics 1, Engineering 1 Determination: 6 Awareness: 2, Keen Sight 1, Tracking 1 Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties. Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.


Many of the Doctor’s opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot’s powerful hands inflict a number of Wounds equal to its Strength.

Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3 Control: 3, Brawling 1 Size: 3 Weight: 4 Move: 3, Swimming 3 Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1 Determination: 5, Command 1 Awareness: 3 Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth’s oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man’s attention as a result of his investigations of the seabed triggering the Sea Devils’ alarms. Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils. Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil’s clawlike hands inflict 2 Wounds.

The natural leathery skin of a Sea Devil counts as full Armour 6.

The only physical weaknesses in a Sea Devil’s skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.


DOCTOR WHO — TIME LORD SILURIANS Weapons: Blaster (Wounds 6 on kill. SOLDIERS Weapons: Depends on time and space. The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns. and the top of their heads are ridged and crested. where he encounters all types of people. It uses heat. is the dominant life-form. forcing the Silurians into a sleep of many thousands of years. Command 1 Awareness: 3 Silurians should more accurately be described as Cretaceans. a mere ape. and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas. Science 1 Determination: 4. A third eye. Silurians have manlike brown bodies that are covered in fine scales. Explosives 1. Opposition. Electronics 1. First Aid 1. The disaster. although their first given name has stuck. Engineering 1. Armour A Silurian’s tough skin counts as full Armour 6. however. The small. where they went into hibernation. however. it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. their underwater counterparts who were also forced into hibernation. Flat trapezoid ears jut out from the side of their heads. the Silurians would like to see the upstart eliminated so their golden civilization could be restored. which is poisonous to them. First Aid 1. but the creatures awaken only when man’s scientific experiments unleash enough energy to activate their hibernation machinery. their splayed feet have three toes and their three-fingered hands end in talons. Iron Constitution 2. round and almost sucker-like mouth is not suited to human speech. As a weapon. Wounds 3 on stun). emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery. resulting in a deep. Wounds 5. Silurians are dismayed that man. focusing infra-red energy on its target. A collar of rough skin falls down to their shoulders. located in the central crest. They once ruled the Earth at the time of the dinosaurs. when apes were considered as unintelligent playthings. is most often provided by security guards or soldiers: whether the guards are 100 . It is also possible to shoot at a Silurian’s small eyes: these are heavily lidded and count as Size 8 targets. There are colonies of Silurians all over the Earth. never happened: the planet went into orbit round the Earth and became known as the Moon. Special Immunity (heat) 2 Control: 4 Size: 3 Weight: 4 Move: 3 Knowledge: 6. electronic locks and the like. No firearm capable of inflicting more than 6 Wounds on kill Armour: Depends on time and space. Weaknesses Silurians are vulnerable to hexachromite gas. The Silurians are related to the Sea Devils. warbling voice. None better than Armour 6 Strength: 4 Control: 3 Size: 3 Weight: 4 Move: 3 Knowledge: 4. Computing 1. It counts as a fast-acting poison. The Silurians’ instruments never detected the post-disaster conditions they expected. Weapons A Silurian’s third eye in the centre of its forehead is both a weapon and a means of operating equipment. claw (Wounds 2) Armour: Full Armour 6 Strength: 5. Wilderness Lore 1 Determination: 3 Awareness: 2 Many of the Doctor’s adventures take place on Earth or on one of Earth’s colonies. it has a maximum range of four areas.

range 4 areas) Armour: Full Armour 8 Strength: 6. Computing 1. as well as a plate metal helmet. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is ‘Aaargh!’ — the number of A’s is optional. Piloting 1 Knowledge: 6. Electronics 1. a sort of intelligent. Although Sontaran technology is highly advanced. which offers protection of Armour 4. Science 2. Future worlds Man has long realized that the best armour he can make is useless against the destructive power of blasters. Much of the time. which offers protection of Armour 5. Soldiers in this period will be unarmoured apart from a plastics fibre helmet. and the species’ stocky. at the referee’s discretion they may have a sword as a secondary weapon and a shield. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one. these men have few special abilities. UNIT troops are in this category. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. SONTARANS Weapons: Blaster (Wounds 6 on kill. Gallifreyan Citadel guards fall into this category. Acute Hearing 2. brown dome-like heads. gunmetal-coloured space armour. it is geared to war. has a high gravity. Medieval worlds Knights are usually equipped with flexible metal body armour. Engineering 1. a smooth. both of which count as guns with magazines. Scouts have spherical spaceships. Coarse bristles sprout in tufts from their ears and chins. heavily muscled bodies reflect this. they are all basically the same: only the weapons and armour differ. Sontarans are ugly: they have smooth-skinned. Warriors from countries such as Egypt would not have the benefit of armour.DOCTOR WHO — TIME LORD from medieval England or a starship. Command 2. which protects the head as partial armour 5. Their manlike form is encased in flexible. Sontarans have only two fingers on each hand and opposable thumbs. they are unarmoured except for a plate metal helmet. a subject at which they are masters after countless years of conflict with the Rutans. Gloating 1 Awareness: 1. Ancient worlds Greek and Roman warriors wear plate metal body armour. however. Wilderness Lore 1 Determination: 6. which is partial Armour 5. Wounds 3 on stun. dome-like helmet with narrow eye holes provides complete protection for the head. Marksmanship 2. Industrial revolution worlds Guards and soldiers alike will have no armour and use muzzle-loading muskets. but would be similarly armed. Temporal Science 1. Wall guards may be armed with crossbows instead of spears. Their main weapon is the spear. By human reckoning. Keen Sight 2 Sontarans are built and bred for war. Normally. Meeting a Sontaran is like meeting Humpty Dumpty with an attitude. Martial Arts 2 Size: 3 Weight: 5 Move: 3. A translation box on a wide belt allows a Sontaran to understand and speak any language. Apart from a few basic soldiering skills. Soldiers will usually be equipped with automatic rifles or submachine-guns. which offers protection of Armour 2. The Sontarans’ home planet. They will be armed with a sword and shield. soldiers may be given plastics fibre body armour. about 5 metres in diameter. offering protection of Armour. Sontar. phosphorescent green jellyfish. Robotics 1. A superstitious people might easily believe them to be goblins. Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy. with squat features and small red piggy eyes. bordering on limited time travel. Astrogation 1. Special Immunity (high gravity) 2 Control: 3. Castle guards will be armed with a spear and have soft leather body armour. Modern worlds When on special assignments. which counts as partial Armour 5. that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the 101 .

Sometimes. it has a limited range of 4 areas. a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force. the Gravis oversees the 102 . therefore. they have a high intelligence. Astrogation 1. Control Gravity 1 Awareness: 3 Tractators are harmless burrowing beetles that live in tunnels beneath a planet’s surface. The Gravis is the driving force behind the expansion of the species. too: they respect military hierarchy and are used to ordering people about. which compensate for a shortage of real abilities. When used as a weapon. pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy. which is exposed even while the protective helmet is worn. By modulating the light energy it emits. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. enabling the species to sustain tremendous casualties in war. the species produces a Gravis. however. Sontarans need to recharge their energy periodically. Sontarans are always mobile. which can grow only by colonizing new planets. TRACTATORS & THE GRAVIS TRACTATOR Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 3 Determination: 3. Armour Sontaran space armour counts as full Armour 9. Weaknesses A Sontaran’s only weakness in its armour is the probic vent at the back of its neck. Engineering 1. With the ability to construct sophisticated and accurate mining equipment. Sontarans have little skill at negotiation. Mechanics 1. Sontarans are clones: all of them look alike. Science 1 Determination: 5. a full invasion force is sure to be close by. Weapons The Sontarans are highly dependent on their equipment. It must not be forgotten that although they are a martial race and relish even other people’s conflicts. Weak pulses from the rod can be used to control Sontaran machinery. It is considered as having Determination 4 and a range of zero areas for this purpose. They consider all other methods of reproduction as weaknesses. retreating to their space ships to do so. Wherever there is a scout. the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. The main tool is a multi-purpose blaster and control rod. Sontarans act alike. It counts as an unarmoured Size 7 target. a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran’s belt. Control Gravity 1 Awareness: 3 GRAVIS Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 6. for at least six hours after each recharging. the rod can be used to hypnotize and control subjects.DOCTOR WHO — TIME LORD control centre for their operations. Electronics 1.

Tracking 1 Yetis are unintelligent robots that are controlled by the Great Intelligence. They are its tools on Earth. the Yetis were given the form of abominable snowmen. Yetis look almost comically squat because of the breadth of their bodies. sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. When awakened by the Gravis. shovel-like hands. the Tractators revert to harmless. Their red eyes. Weaknesses The Gravis is the Tractators’ greatest weakness. If no such minds are readily available. stubby arms with ridged. or other intelligent minds. Its underbelly is a pale brown colour as is the broad. which inflict 2 Wounds. yet they are dangerous: their hairy hands end in razor-sharp talons. enabling the Tractators to travel through space. cold. which they operate until their minds burn out. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 2 Determination: 6. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used. 103 . bipedal and covered in long shaggy brown fur. It has a pair of short. Two antennas. Weapons The main weapon used by Tractators is their Control Gravity ability. Precision 1. Knocking the Gravis unconscious or moving him away from the same planet will break his control. 4 in the case of other Tractators). and instead of teeth. The concentrated gravity field manifests as a pink nimbus around its target. sucker-like base which allows it to move. tufts of black fur stick out from the overlapping sections. a being of pure thought from another dimension. Indomitable Will 2 Awareness: 3. YETIS AND THE GREAT INTELLIGENCE YETI Weapons: Web gun (grapple attack. The creatures have a terrifyingly loud roar. carrying out physical tasks that either the intelligence or its human agents cannot manage. Brawling 2. glassy eyes stare out sideways from an almost fishlike head. Tractators stand upright and are about 2 metres tall. stick out from the top of the head and provide the means of directing and channelling gravitational energy. These people are then harnessed to the mining machines. Control Gravity [Determination] The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. to provide the living intelligence that powers and guides their mining machinery. the Gravis will seek to divert passing spaceships. Strength 7). The strength of the gravitational force is equal to the Tractator’s total ability (6 in the case of the Gravis. instead of the more usual brown. They are about 2. which the Yetis usually slash violently at an enemy. but the effect is to increase the Tractators’ total ability at Control Gravity. pressure) 2 Control: 2. Special Immunity (heat. Large. The Gravis is identified by its predominantly green skin.1 metres tall. Iron Constitution 2. a Tractator will attack with its stubby claws. The back of a Tractator is protected by black chitinous segments. Originally constructed in the Himalayas. picking on weakened. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. black leathery snout and yellow fangs are barely visible through the mass of fur. If forced to. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds. purposeless creatures. short tendrils are visible between the Tractator’s thick lips. however. about 40 centimetres long. talon (Wounds 5) Armour: Full Armour 8 Strength: 5. need a supply of humans. Tractators. Its soft underbelly counts as soft leather partial armour. the Tractators move in. offering protection of Armour 2. Armour A Tractator’s chitin counts as body armour with a protective value of Armour 4. Without him. causing to crash on the planet.DOCTOR WHO — TIME LORD building of tunnels to turn the centre of a planet into a giant gravity motor. The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved.

enabling it to resist burning and even to contain explosions. ZYGONS Weapons: Electric charge (wounds 4. Control 3. Gloating 2. The Great Intelligence has no corporeal form. however. range 0). Shapechange 3 Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. and form a crest on the Zygon’s head. It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane. however. A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. 104 . Indomitable Will 1 and Telekinesis 1) and Awareness 7. are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. resilient cobwebby substance that binds or envelops its target. Without a control sphere in place. a Yeti is inactive: it is like a machine that has been turned off. This telekinetic ability can produce physical manifestations similar to cobwebs. looks unpleasantly rubbery and is slimy to the touch. Although the web does no damage. and their control spheres. which is a Size 7 target. counting as a Wounds 6 slow-acting poison with an attack period of one action turn. Lines of sucker-like nodules run along the limbs and spine. there is no trace of a neck. tangible evidence of the intelligence’s work. such as a Yeti control sphere. Once the intelligence has a human agent. just the abilities of Knowledge 8. It is theoretically possible to destroy the intelligence in psychic conflict. the intelligence is temporarily banished. Weapons Yetis are sometimes equipped with web guns that emit a tough. a Zygon’s fingertips end in small suckers. THE GREAT INTELLIGENCE Exiled from another dimension. The guns have a range of only 1 area. which in effect it hypnotizes and then possesses. It slowly suffocates a target. Their other relevant abilities are Strength 3. If its focus is destroyed before it can build up sufficient power to enter the physical world. small eyes. A flap of fur usually conceals and holds in the sphere. Independent Spirit 1 Awareness: 3. Weight 2 and full Armour 8. Determination 8 (Special abilities of Hypnotism 1. fist (Wounds 2) Armour: Full Armour 6 Strength: 5 Control: 3. A great dome-like head meets the shoulders direct. to restrain or move objects. Science 2 Determination: 6. it can gather together the materials necessary to build its robot servants. the Yetis. Computing 1. seeking entry into the world of men.DOCTOR WHO — TIME LORD Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding. but even the Doctor’s mind is too weak to contemplate such an action. Armour The metal skeleton and cladding of a Yeti is equivalent to full Armour 8. Brawling 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. a pug nose and a slight. A Zygon’s manlike body is upright and bipedal. Cybernetics 1. or even an active relic of the intelligence’s previous visitations. move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object’s Weight plus the number of areas to be moved. Weaknesses Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest. First Aid 2. Telekinesis [Determination] This special ability gives the intelligence the power to lift. its green and orange skin. Control spheres. Deep-set. puckered mouth give the Zygons an air of brooding menace. The TARDIS was once restrained in this fashion. Electronics 1. It can exert its powers through space. it counts as a successful grappling attack made by an opponent with Strength 7. A Yeti inflicts 5 Wounds when it attacks with its talons. The web also has the ability Special Immunity (fire) 3. Its prime human agent gains the mental abilities of the intelligence. the Great Intelligence drifts through time and space.

however. It is the ability exactly to mimic the physical appearance of another creature or person. Their arrogance. The usual procedure is to capture suitable specimens. Confident in their own superiority over other species. the Zygons seek new worlds to make habitable: they prefer warm wet climates. also transfer some or even all of the copied subject’s memory. Shapechange [Awareness] The ability of Shapechange is a very sophisticated form of Disguise. and connections are usually in the form of suckers on long rubbery stalks. can lead them to underestimate their opponents. Zygon technology uses organic materials. Because they are desperate to survive. Weaknesses Zygons have no real physical weaknesses. The specimens need to be held onboard the Zygon spaceship in the event that their body print fades.DOCTOR WHO — TIME LORD Their burbling. when the Zygons planned to modify the Earth’s climate to make it more suitable for their species and its herds of Skarasens. Particularly advanced shapechanging techniques. Zygon spaceships usually carry tanks containing Skarasen embryos. Their skin is equivalent to full Armour 6. Even a Zygon spaceship is partly organic. with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls. record their body prints and allow shapechanged Zygons to take their places. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons. sibilant voices sound menacing and betray the fact that Zygons are arrogant. usually machine assisted like that of the Zygons. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature. Armour Zygons have a tough hide. Weapons A powerful electrical charge emitted from a Zygon’s fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack. Zygons will use any tactics they feel are necessary. A Zygon’s fists inflict 2 Wounds. but they can be damaged by bullets. provided that they have recorded its body print. preferably including key political figures. amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons’ life cycle. 105 . even going as far as committing genocide.


Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them. Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

Apparent age: over 100 Species: Kaled Equipment: Armoured, mobile base (body Armour 9) Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2 Control: 2, Sleight of Hand 2 Size: 4 Weight: 5 Move: 2 Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1 Determination: 7, Command 1, Gloating 1, Indomitable Will 2 Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3 The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds’ rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power. Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity. The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros’s original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros’s laboratories, making fearsome guards. Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself. His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros’s voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.


Davros’s armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks. The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

Apparent age: late 30s Species: Human Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour Strength: 5 Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2 Size: 3 Weight: 4 Move: 3, Piloting 1, Running 1 Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1 Determination: 3, Independent Spirit 2 Awareness: 3, Bargaining 3, Gambling 1 Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor’s blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so. If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron — even someone like the Master — if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew. In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is ‘Must be worth a lot of grotzits’ or ‘I can do you a deal on that.’ A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison. The Nosferatu, Glitz’s spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World’s late ruler, Kane. Glitz’s propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor. Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right. A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz’s green eyes are mischievous and calculating. Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor’s companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.


His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

Apparent age: early 40s Species: Gallifreyan Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun) Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2 Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1 Size: 3 Weight: 4 Move: 3, Driving 1, Piloting 1, Running 1 Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2 Determination: 7, Command 1, Gloating 2, Hypnotism 1 Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2 The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective. No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so. Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master’s megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper. The Master’s plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing. He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies. Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

The Master’s deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon’s victims is a sure sign that the Master is around. Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.


DOCTOR WHO — TIME LORD Absorb Form [Strength] If the Master’s body fails him. the Monk dresses in a brown habit and round cap. 109 . too. Acting 2. Electronics 2. Disguise 2. to forestall the Viking invasion fleet that left King Harold’s forces to exhausted to beat off the Normans in 1066. is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. Astrogation 2. cheerful face. It was his intention. He is a collector. his motives and plans are sometimes transparently obvious. Cheat Death 3. The Monk. the Monk carelessly leaves objects outside it: in his secluded base. Only the Doctor’s timely intervention thwarted the Monk’s plan. Running 1 Knowledge: 6. He must first beat the difference between his total Absorb Form ability and the target’s Strength to physically take over. He is the Prometheus of the cosmos. he must then beat the Determination of the host’s mind using his Determination in order to control both mind and body. Weapons The Monk is not normally armed. when his schemes are running smoothly. Regenerative Powers 3 Control: 4. He has a round. brown. who has twice stranded him. If he succeeds. and may well turn up as a third party in an adventure. Yet he behaves childishly and sulks when his plans are balked. History 2. He longs to get revenge on the Doctor. Iron Constitution 2. however. Very much into creature comforts. just a misguided one. Pseudoscience 1. Robotics 1. Blunt Weapons 2. The Monk will use any technological aid he can to further his plans. nor does he wear armour. Medicine 2. although his TARDIS usually has stocks of weapons from all times. bringing technological fire to its people. from gramophone records for sound effects to atomic cannons to destroy his enemies. Most of the time. historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. and incredibly pleased with himself. He also champions the underdogs. for example. the Monk is careless. and green eyes. the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. Stealth 2 Size: 4 Weight: 4 Move: 3. He is quite jovial. the Monk has a habit of accidentally leaving anachronistic clues to his presence. Temporal Science 1 Determination: 5. hoarding trophies in his TARDIS that have been taken from all periods and places in time and space. MacGuffin 1. slightly greying hair. it is possible to find modern kitchen equipment and power lines. Science 2. The Monk is not an evil character. First Aid 2. a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten. Although he is a clever and devious schemer. TARDIS 2. he can attempt to absorb the body of another. Con 2. THE MEDDLING MONK Apparent age: late 40s Species: Gallifreyan Equipment: None Strength: 3. Gloating 2 Awareness: 4. Although his TARDIS’s chameleon circuit works. completely unconnected with main events. Intuition 1 Like the Doctor. allowing the time and space machine to fit in with its surroundings. The Monk believes that technology should be given to primitive societies so they can improve their lot in life. He is quite handy with improvised blunt weapons.

Temporal Science 2 Determination: 6. she is also an outstanding genetic engineer. The Rani uses stealth and subtlety to achieve her objectives. Mathematics 1.DOCTOR WHO — TIME LORD THE RANI Apparent age: mid 40s Species: Gallifreyan Equipment: Blaster (Wounds 6 on kill. Poisons 1. On her left wrist she wears a broad. Her TARDIS is a monument to her genius: inside. brunette hair tumbles down over her shoulders and back. but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani’s control. Her traps. Sleight of Hand 1. her eyes are a chilling blue-grey. Her heart-shaped face has high cheekbones. Stealth 2 Size: 3 Weight: 4 Move: 3. and she seeks him out only when his talents are necessary to success. Pseudoscience 1. Cheat Death 3. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. however. Out of her disguises. Indomitable Will 1 Awareness: 4. are usually elaborate. First Aid 2. Regenerative Powers 3 Control: 4. and she is forced to experiment wherever she can temporarily set up a base. MacGuffin 1. The poison does not injure its target. Wounds 3 on stun). The Doctor is merely a brilliant tool for her to use to further her experiments. the subject’s mind becomes receptive to the commands of the Rani. Her great talent for disguise. Long. however. sparkly tunic. communications bracelet Strength: 4. Although the Doctor has ruined her experiments in the past. She typically wears futuristic clothing: a crimson. Medicine 1. Iron Constitution 2. Striking Appearance 2 The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry. Running 1 Knowledge: 7. TARDIS 2. however. Science 1. Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. Computing 1. Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. Weapons The Rani does not habitually carry a weapon unless she believes her victim is going to resist. the Rani is a strikingly attractive and imperious woman. The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host. The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6). Explosives 2. Escapology 1. crimson trousers and red-leather mid-length boots. Command 1. Her completely unethical approach to her experiments. She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience. means that the Doctor often fails to recognize her and only too late realizes who he is up against. These typically take the form of mines detonated by trip wires. Electronics 1. such side effects are not enough to make her abandon her experiments. nor does she wear armour. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target’s Strength. Robotics 1. Gloating 2. Acting 2. making them subservient to the Rani’s will. as well as operating scientific apparatus. metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras. she considers herself above the need for petty feuding. and seldom tries to be too clever for her own good. Con 3. preserved or dormant specimens of creatures are displayed like ornaments in glass containers. Disguise 3. 110 . Brawling 2. It does not matter to her whether the drugs cause pain or death. resulted in the Time Lords banishing her from Gallifrey.

Command 2. the eyes are large and bulging. Weapons Sil is not armed: he relies on his guards to protect him. They have well-muscled chests and arms. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits. one of the main trading companies of Thoros Beta. Weaknesses Physically. Computing 2. Law 2. He relishes the pain of others and delights in their torture. they wear metal. Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. Sil is a fawning coward who seeks only to gain favour in his employer’s eyes. Poison 1 Determination: 4. Swimming 3 Knowledge: 6. often incoherently owing to a fault in the translation box he wears on his left breast. The Mentors are skilled traders in the universe’s commodities who are rarely on the losing side of a deal. even at the expense and hardship of others. Mathematics 2. Con 1 Sil is a particularly sadistic member of the Mentors. armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Bureaucracy 2. They are far future soldiers. He works for the Galatron Mining Corporation. but instead of legs they have a tapering. segmented tail. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out. Not all of the Mentors are as corrupt and distasteful as Sil. he would suffer a more crushing defeat.DOCTOR WHO — TIME LORD SIL Apparent age: indeterminable Species: Mentor Equipment: Tub of marshmallow slime. By human standards a Mentor is repulsive to look at: although its face has human features. has been corrupted by the power that his trading position provides and is decidedly decadent. Mentors are naturally creatures of the sea. Although they have adapted to life on land. Bargaining 3. especially if it is a member of the ugly human race that is suffering. Despite his overt love of painful entertainment. Cheat Death 2 Control: 2 Size: 5 Weight: 3 Move: 1. they are just small creatures making big business. Yet he is backed by the weight of the Galatron Mining Corporation. skin counts as full Armour 3 Strength: 3. His voice gurgles and splutters words. and is paranoid that one of its rivals will usurp his company’s position as an exploiter of valuable resources. Sil is far from a threat and could be easily destroyed. 111 . Gloating 3 Awareness: 4. To him. The Mentors are green-skinned and about 1 metre long. A bony crest surmounts the head. however. slimy frill of skin surrounds the neck and spreads over a Mentor’s shoulders. and its teeth are sharpened to points. they are not particularly mobile and need human assistance to move freely. The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride. Sil. Sil has a particular dislike of the Doctor’s assistant Peri. translation box. a highly intelligent slug-like species from the planet Thoros Beta. open-faced helmets that count as partial Armour 5. Armour Sil’s slimy green skin is equivalent to full Armour 3. who he considers is particularly repulsive. and a loose. if the corporation’s faith in Sil were destroyed. another’s distress is an opportunity for entertainment.

Damage Resistance would be used to protect a car in a crash. In TIME LORD. have tracks or broad tyres that allow them to travel more easily over certain types of terrain. Move: 6 The Brigadier uses a two-man helicopter quickly to get to crisis areas. Damage Resistance 1. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. Air cars. Bicycle Strength: 4. however. which has a difficulty of more than 1. Mechanical vehicles have Strength abilities that indicate their motive power. Weight: 6. the abilities of different types of vehicles are important only in chase scenes. Weight: 6. treat all terrain as difficulty 1. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance. for example. Some vehicles. When used as a fast-moving ram. Damage Resistance [Strength] This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. it also has to resist this using its Strength so that it is not put out of action. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. Rough Terrain [Move] Rough Terrain is the ability of vehicles to move easily over terrain. Such vehicles have an additional ability. far future cars that use repulser fields to keep them off the ground. The Piloting ability is essential to be able to fly a light aircraft. the number of areas it moves is the number of Wounds it inflicts on a target. to do stunts or manoeuvres. Vehicles are subject to the same terrain difficulties that affect characters. the Rough Terrain ability is added to a vehicle’s Move to determine its total ability which is matched against the difficulty of the terrain. Car Strength: 6. Helicopters can hover in the air and do not 112 . or vice versa. or to withstand gunfire. able to hold five people and still allow them to use certain abilities. Size: 2. it must be remembered that they are permanently in difficulty 2 terrain. Weight: 3. such as mud or shingle beaches. If he has to control the vehicle. At tactical level during action turns. Damage Resistance 1. The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action. however. others can apply it to only certain types of terrain. escape from them or just for everyday travel. Weight: 6. Helicopter Strength: 6. when it is important to work out whether the bad guys close on the Doctor and his companions. so the Move ability of each type of transport is only its speed relative to other means of transport. Move: 6 Cars are the predominant form of transport on twentieth and twenty-first century Earth. In all cases. Size: 2. whether it was to chase people.DOCTOR WHO — TIME LORD TRANSPORT The third Doctor was particularly fond of flashy or gimmicky means of transport. Although it may appear that boats can travel as fast as cars. The are like mobile areas. it is unlikely that a vehicle will ever be used at its full speed. A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. Damage Resistance 2. Damage Resistance 1. Move: 4 A pedal bike is an emergency item of transport for one person. Move: 6 Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. Size: 4. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth. Tiger Moths and Cessnas. Light aircraft Strength: 6. called Rough Terrain. An attack directed at a vehicle has to overcome its Strength to put it out of action. his Move plus any relevant special ability is used. Size: 2. typically used to push objects out the way or tow other vehicles out of trouble. Some vehicles can apply this to all such terrain.

Rough Terrain 3 Hovercraft use a cushion of air to float above the ground or water. Size: 4. Weight: 7. however. rowing boats are a slow and cumbersome form of transport. manoeuvrable craft propel themselves along using jets of water. if the rider falls off. Damage Resistance 2. Move: 4. The category includes punts and canoes. They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above. Move: 6. inflicting 5 Wounds. Damage Resistance 2. enabling the rider to swim over and remount. Size: 2. Weight: 6. Knowledge: 1. Weight: 5. Damage Resistance 1. Land Rover Strength: 6. Weight: 5. Their advantage is their carrying capacity. Size: 2. is recommended. Damage Resistance 2. Lorry Strength: 7. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1. rough terrain vehicles and use them to transport personnel and equipment. Jet bike Strength: 4. Weight 7). Weight: 5. Awareness: 3 Used as a beast of burden and a means of making men more mobile. Move: 7 Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. Size: 3. the horse is typically used by primitive societies. they automatically slow down and travel in a circle. Hovercraft Strength: 6. Size: 1. Move: 5 Largely suitable for rivers and inshore work. Protective gear. equivalent to one area of space. Motor boats have a Move of only 6 because they are. A Land Rover can easily transport six people. Damage Resistance 2. be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter. Control: 4. Weight: 5. Weight: 5. It conveys an advantage to its rider in combat: the rider’s Defence is increased by 1.DOCTOR WHO — TIME LORD have to move each action turn they are airborne. Move: 6 Jet bikes are the waterborne equivalent of motor scooters. Horses will also instinctively react to an attack against them by lashing out with their hoofs. motor bikes are the sexiest form of transport that a companion can hope to drive. Size: 2. Size: 2. rowing boats with outboard motors. Motor bike Strength: 5. Move: 5. Damage Resistance 1. Speed boat Strength: 3. Determination: 2. 113 . These small. They cannot. Move: 6 Lorries are used to convey large quantities of materials or men. in effect. Rough Terrain (land only) 2 UNIT troops favour these durable. Weight: 5. and therefore might carry anything from tea chests to troops. Damage Resistance 2. Rowing boat Strength: 2. Size: 2. but Size 1. powerful and fast. They are typically equivalent to two or three areas in size. Horse Strength: 5. such as a plastics fibre helmet and soft leather clothes. Move: 6 Small.

in effect spreading the load. Gallifreyan society has stagnated. other Time Lords have left the Citadel to become close to nature. the Master and the Meddling Monk are among those that wander through time and space. The first law of time simply states that no one should be allowed to meet themselves. their own regulations about what can and cannot be done to the fabric of time and space. If they intercede it is only to correct an abuse of the laws of time. The law has been broken on several occasions: the Doctor has been permitted by the Time Lords to meet other incarnations of himself. Gallifrey’s centre of learning. He secretly guards the Great Key of Rassilon from the president so that the powers of Rassilon can never again be wielded by one individual. chancellor. The effect is to propel the affected sector of space and time back to the point at which interference began: time. the president’s conscience. and red dome-shaped helmets. A section of the Citadel Guard is under the direct control of the president. Within the Citadel. if more than one mind is connected at a time. who become renegades: the Doctor. which is led by the president. with traumatic consequences. Headed by the High Council of Time Lords. who has the forces of the Citadel Guard at his disposal as well as an extensive network of surveillance cameras. in a way he is more powerful because he sees that the president’s wishes are fulfilled. life is very much devoted to introspective studies at the Academy. third or even fourth attempt at getting something right or averting a cata- 114 . the Time Lords have established themselves as invigilators of the laws of time. are the undoubted masters of time travel in the DOCTOR WHO universe. sophisticated time machines that are virtually self-sufficient micro-universes. The Academy comprises three colleges — Prydon. wide segmented band of gold-coloured metal reputedly with the power to protect its wearer against even a black hole. a low-powered blaster that inflicts 6 Wounds on kill and 3 Wounds on stun.DOCTOR WHO — TIME LORD TIME LORDS AND TIME TRAVEL The Time Lords. they do so in TARDISes. A strict policy of non-interference in the affairs of the universe has turned the Time Lords from innovators into mere observers and preservers of the balance of time. the city of the Time Lords. If they travel. Arcalia and Patrex — at which young Time Lords receive a thorough education into the history and nature of the universe. red trousers tucked into red leather boots. but will spring back once its limits are reached to return to equilibrium. it contains details and the mind prints of every Time Lord except those. He is also responsible for the maintenance of the transduction barrier. Officers additionally wear a silver-coloured breastplate to denote their rank. white cloaks. the weaker one will be subjected to the reality imposed by the other. It is the electronic memory used to record and preserve the experiences of all Time Lords. a great force field that protects Gallifrey from attack. A Time Lord can be connected to the matrix. however. Blinovitch’s limitation effect is a simple observation that it proves impossible to keep going back to the same point in time in order to have a second. commonly known as the matrix. quite simply. such as the Master. The chancellor is. which enables the wearer to gain access to the matrix. the ruling elite of the planet of Gallifrey. TIME AND TIME TRAVEL Time is a flexible medium. Instead they vigorously police time travel to put a stop to infringements of the laws of time. to do their dirty work. catches up with the meddlers. is anathema to some Time Lords. and prefer to live rough in the wilds of Gallifrey. The president is the figurehead of Gallifreyan society and has wide-ranging powers. Great pioneers such as Rassilon and Omega have mastered elements of it and passed on the benefits of their knowledge and achievements to their successors. and part of the reason why the Time Lords seldom do so is out of a sense of responsibility. which allows access to the energies of the black hole that provides Gallifrey with its power. The amplified panatropic computations network. in effect. Academic life. such as the Doctor. but even then they prefer to use a free agent. It would be easy to abuse the ability to travel freely in time. yet even they do not understand all of its intricacies. The High Council consists of the president. The chancellor’s badge of office. an oval gold medallion on a chain. is also a personal force field (Strength 10) that can be extended to protect one other person next to the chancellor. castellan and the cardinals of Gallifrey’s Academy. allowing him to enter it as a virtual reality. The consequences of becoming caught in the temporal inrush are a matter of conjecture. Armed with this knowledge. the Rod of Rassilon. Security is the main concern of the castellan. His badges of office are the Sash of Rassilon. the Brigadier met himself in Mawdryn Undead. an ornate. Each guard is armed with a staser. but it is suspected that extreme ageing of those alien to the time and space would occur — a fatal effect over a period of several centuries! It is possible extensively to deform the temporal membrane only by pushing against different parts of it. Mason’s temporal analysis compares it to an elastic membrane that will yield if pushed. typifies Time Lord stagnation. who are clever enough to erase their patterns. Citadel Guards are distinctively dressed in red tunics trimmed with white. and the Coronet of Rassilon. The most important regulations governing time travel are the first and second laws of time and the Blinovitch limitation effect.

the second law of time states that no one can interfere with their time line. The Doctor sometimes retreats to the cloisters. Anyone’s time line diverges from their ancestors’ time lines only at the point of birth. and it is from there that the adventure continues. going back to kill his father at a time before the traveller was born. Time travel. to take advantage of new components or to repair damage caused by circuit fires or even blaster damage. sloping-topped console that surrounds the time rotor in the main control room. Although the Doctor has made an attempt at repairing the chameleon circuit of his TARDIS. Occupants of a time machine will notice the passage of time as normal. time travellers can come and go as they please in space and time according to Mason’s temporal analysis. it from Gallifrey many centuries ago: the model is now obsolete and considered a museum piece. the location of the time ship’s main controls. the hostile action displacement system (HADS) or the TARDIS force field can be activated. his meddling only resulted in even more bizarrely out of place forms. Most of the TARDIS. however. Cloister bell The deep. through two ordinary-looking doors.DOCTOR WHO — TIME LORD strophe. Within these limits. It combines with the first law of time to prevent temporal mishaps. say. Cloisters Finished in carefully worked and carved grey stone over which climbing plants grow. therefore. although he can be sometimes be panicked into believing otherwise. The Doctor obtained his TARDIS only by stealing. in a Saxon church it might appear as a crudely carved altar or column. rest and keep themselves occupied on their journey. THE TARDIS Although the Time Lords have created many models of TARDIS. Beyond the console room. the TARDIS looks like an English police telephone box from Earth during the 1960s. After all. TARDIS FEATURES Chameleon circuit The Doctor’s TARDIS resembles a police box only because of a fault in the chameleon circuit. the TARDIS is far larger than its external appearance suggests: it transcends the three primary dimensions of the universe. In TIME LORD. The second law of time prevents discontinuity in a person’s time line and avoids paradoxes. If he were to do so. lies the rest of the Doctor’s time machine: a confusing maze of corridors and chambers that even the Doctor has been known to get lost in. Each incarnation of the Doctor has modified the console in some way. and in its ultimate form becomes a time loop. A TARDIS materializing on a public beach in Edwardian times might appear as a bathing machine. his ship remains in the form appropriate to England in the 1960s. the Time Lords devised a means of disguising them. the cloisters is a tranquil area that resembles its monastic equivalent on Earth. then logically he would never have existed and his father could not be killed by his hand. is not instantaneous. exists in another dimension: only part of the time machine materializes when it lands. however. 115 . the measure of relative continuity. penetrating every room. resounding knell of the cloister bell is a warning that the TARDIS is in great danger. Close up. and until then is dependent on them. in order to think clearly about a problem. TARDISes used by the Master and the Rani are largely similar. The chameleon circuit analyses the surroundings of the TARDIS just before the ship materializes and picks an outward form that blends in. In appearance. the journey is rarely important except when scenes relating to an adventure need to take place. or ‘borrowing’ as he would say. For added safety. giving away the fact that there is a powerful source of energy beneath its battered blue exterior. the point at which the TARDIS is going to arrive is often known in advance. Control console Most of the TARDIS’s functions are controlled from the hexagonal. TARDISes ordinarily look like silver-grey metallic boxes but because this makes them conspicuous. perhaps on the verge of breaking up or entering an area where conditions are so hostile that the ship would be destroyed. In addition. the TARDIS is virtually indestructible. even changing its appearance. The TARDIS’s doors open into the console room. and will need to eat. Each TARDIS has built-in controls that prevent the abuse of the first and second laws of time and take evasive action to another time and space should the Blinovitch limitation effect begin. sitting himself on one of the stone benches or pacing up and down. Inside. a slight incompatibility between circuits means it is unlikely that parts from one type of TARDIS can be safely replaced by those from another model. although slightly more advanced. it is apparent that the wooden lock-up is more than it seems: it hums discernibly. however. According to the Doctor. It first manifests as temporal and spatial displacement from the intended time zone. Originating from the cloisters. the Doctor’s type 40 is probably the only one that characters will encounter. however. This prevents a time traveller. the sound of the bell reverberates through the ship.

by entering the type of food required into the dispenser’s computer. located in a room near to the control room. Until the switch is reactivated. nearest the TARDIS doors. panel two houses the switch that opens and closes the TARDIS’s doors and the controls for the scanner. The force field generator is located in the pedestal section of the control console and can be detached for use outside the TARDIS. The Doctor has removed other forms of security owing to the risk of sealing the TARDIS for ever. The force field surrounds the TARDIS at a distance of about one metre. provided it is activated. It is from here that the Doctor sets a course for the TARDIS and initializes dematerialization and materialization. concentrated food can be contained from the TARDIS’s food dispenser. viewed from above. including radiation. Panel six indicates the power status of the TARDIS and is used to bring in auxiliary power from generators and batteries. about 30 centimetres across. the lock on the outside of the TARDIS door can be opened only by a specially coded key. Panel one. the inside of the TARDIS would shrink so that its rooms resembled those of a doll’s house. the TARDIS cannot travel anywhere. the TARDIS is suspended in space and time. concealing electronic circuits and lights. life support and lighting controls. Door lock Once protected by a number of anti-tampering devices. Cream-coloured plastics panels cover the walls. Near the TARDIS’s doors. the switch can be disabled to prevent its unauthorized use. Panel four houses the terminal that gives access to the TARDIS’s computer and databanks. Panel five provides readouts of external and internal environmental conditions. with circular mouldings. Force field The TARDIS has a variable strength force field that can be used to keep enemies at bay. on pedestals and even a comfortable armchair. Access to circuits to carry out repairs is obtained by prising off the control panels or by removing the panels on the pedestal that supports the console. houses the basic navigation and steering controls. Its main feature is the control console which is set in the centre of the room. Dematerialization circuit Without a working dematerialization circuit. At its lowest level it is equivalent to Strength 10. the failsafe switch stabilizes the TARDIS in space and time so that it may neither materialize nor dematerialize. Moving clockwise. The food resembles the concentrated rations used by astronauts from twentieth century Earth during the planet’s first space age. 116 . he spent much time tinkering with it in order to escape from the planet. The dispenser also issues water in small plastic bags.DOCTOR WHO — TIME LORD The six trapezoidal panels each house controls for different aspects of the TARDIS’s operation. such as clocks. The Time Lords disabled this circuit when they exiled the Doctor to Earth. its maximum depends on the energy available from the TARDIS’s generators. Panel three houses the communications. humidity and oxygen levels. Although the food is tasty and filling. Failsafe switch Located away from the main control room. many companions not surprisingly long for proper Earth meals complete with all the trimmings. as well as the room controls. Dimensional stabilizer The dimensional stabilizer maintains the spatial relationship of the inside and the outside of the TARDIS. Food dispenser Nutritious. It provides a power outlet for equipment to be used in the control room or a short distance outside the TARDIS. Control room The control room is the first room that anyone enters when stepping into the TARDIS. a hatstand is practically positioned to keep hats and cloaks for expeditions outside. Without it. It contains advanced navigational controls that are required in exceptional circumstances only and the TARDIS’s defensive controls. Each Doctor tends to decorate with control room with different objects: the first Doctor favoured ornaments. preventing both entry and egress.

Artificial sunlight makes the courtyard bright and pleasant — an ideal place to relax. unless the Doctor remembers to program their features. Workshop Deep in the TARDIS is a scientific workshop where the Doctor has the facilities to build and repair electronic and mechanical equipment. Zero room The zero room isolates its inhabitants from the forces of the universe. mainly because it can make the TARDIS difficult to find and reach. and triggers the dematerialization circuit so that the TARDIS makes a short spatial journey. and the controls allow rooms to be jettisoned. making use of its therapeutic properties. Companions’ rooms are typically full of souvenirs from their travels or equipment for their hobbies: Nyssa’s room. Time rotor The time rotor at the centre of the control console rises and falls as the TARDIS travels through time and space. the Doctor can issue a spare key to his companions. however. It has no pretences of advanced technology: ancient scientific apparatus mingles with new and futuristic equipment. Rooms Each companion is assigned his own room in the TARDIS. but he dislikes the risk this entails: his enemies might one day prove clever enough to use a companion and the key to steal his ship. New chambers usually show the basic structure of the TARDIS. If necessary. The Doctor. Swimming pool The swimming pool is the main feature of a villa-style courtyard that is decorated with white pillars and urns. TARDIS key Although the key to the TARDIS looks no more complicated than a front-door key. tends not to activate this safeguard. The key and lock can be reprogrammed from the main control console. The Doctor needed to use the zero room to settle into his fifth incarnation. 117 . which he is allowed to personalize. type and number of rooms in the TARDIS can be controlled from the main control console. which resembles Victorian ironwork. Particular emergencies may make it necessary to shed part of the TARDIS’s internal structure. The list of their contents was once kept in the TARDIS’s databanks. was partly a bioelectronics lab! The layout. The HADS circuit detects the build up and imminent release of energy. but the Doctor’s poor bookkeeping means that this information is far from up to date — perhaps as much as five centuries old! — and may well be inaccurate about the location of equipment. allowing them more easily to attain a peaceful state. Scanner A large television screen suspended in the wall of the control room provides an image of the location corresponding to the temporal and spatial coordinates of the TARDIS.DOCTOR WHO — TIME LORD Hostile action displacement system (HADS) HADS protects the TARDIS against attack by dematerializing it and rematerializing the ship a safe distance away. its complex crystalline coding is unique and attuned to the body prints of the Doctor and whichever companions he decides are trustworthy enough to be allowed free access to the TARDIS. for example. the urns contain more formal arrangements. There is an abundance of plant life in this area: climbing plants creep up the pillars and over stone balconies. It is connected to externally mounted detection equipment. however. Storerooms Among the many chambers of the TARDIS are vast storerooms that contain essential supplies and materials necessary to the upkeep of both the TARDIS and its inhabitants. the time rotor is motionless. While the ship is stationary.

as in Invasion of the Dinosaurs. It can be used only in containment vessels which constantly shift the structure of the containing material so that matter and antimatter never meet. but liable to blow a few circuits at the slightest logical conundrum. The helmets can be worn on their own. Dalekanium A highly effective explosive developed by the Daleks. and an anti-theft force field that restrains potential car thieves. Antimatter A safe enough material in its own universe. It is fitted with inertia brakes that allow instant deceleration. Cricket ball A cricket ball is an indispensable piece of equipment. Whatever the circumstance. Bessie A veteran. They demonstrate that the evolutionary prospects of an adding machine are limited.DOCTOR WHO — TIME LORD A 500-YEAR DIARY The Doctor occasionally records details of his adventures and the creatures and objects he encounters on them in his 500-year diary. Often used by the military to identify criminals. Environmental helmets The TARDIS is equipped with a number of environmental helmets that usually form part of a space suit. Earth is destined to end up as a ball of chemical goo unless mankind can change its ways. Time Lord technology relies on the balancing of the forces of a black hole with the planet of Gallifrey. Companions are useful as early warning systems. Camera A handy method of making visual records of events and people. however. Computers ‘I hate computers and refuse to be bullied by them. Often unappreciated by its inhabitants. or bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has snapped or been cut. is limited. black holes exert a strong gravitational pull from which matter and even light cannot escape. they scream loudly should anything dangerous approach.’ says the Doctor in The Invasion . antimatter explodes violently in contact with the stuff of the normal universe. a remote control that allows the Doctor to control it from a distance. The following extracts are should prove particularly useful to prospective companions. It is also known as Terra or Sol 3 and is subject to constant invasions by aliens which know a good thing when they see it. The air supply. to provide a suitable and breathable atmosphere. which is achieved through the Eye of Harmony. A small. 118 . gets captured or gets lost. The eye is the heart of a black hole that was entered by the Gallifreyan temporal engineer and architect known as Rassilon. and may run out through prolonged use. Computers are infuriatingly obstinate. bright yellow open-topped car driven by the Doctor while on Earth. with or without visors. It can be thrown at control panels to deactivate automatic security systems. hand-sized bomb inflicts 10 Wounds against targets in its primary zone of effect and 5 Wounds to those in its secondary zone of effect. where photographs alerted the Brigadier to the presence of Doctor John Smith and Sarah Jane Smith. The aliens probably have the right idea. Earth Earth is a pleasant green planet with blue oceans which is favoured by the Doctor. and one of the few weapons that is guaranteed to be effective against Dalek armour. Black hole Gateways to the universe of antimatter. Companion A guaranteed source of trouble that either gets in the way of experiments. smile if someone takes your picture.

Homing device Sometimes the Doctor’s ‘infallible’ sense of direction fails him. it immediately paralyses its victim. which frequently overload their circuits. Gravitron Weather on the planet Earth is controlled in the twenty-first and twenty-second centuries by a gravitron based on the Moon. Yetis and so on could resist. such as bomb detonators. As a general rule. comes form E-space. so the potential of gold is probably limited. In such cases a hand-held homing device from the TARDIS’s storeroom can be used to indicate the rough direction to the TARDIS.’ is the Doctor’s usual disarming approach to security guards and wouldbe rulers of the universe. manipulating the natural weather patterns. Laser cutter A laser cutter is a high-precision instrument for delicate surgery on electronic circuits and components. inflicting 4 Wounds. I’m the Doctor. Janis thorn Leela uses a janis thorn to paralyse and kill her enemies. Stabbed into the exposed flesh of a victim. a mutated Alzarian. or Exo-space as it is also called. Cybermen. If at any time the poison overcomes a victim’s Strength. Cybermen. 119 . it completely protects anything beyond it. It is like the normal universe. who cannot look or travel beyond their own solar system. It can also be used for imprecise surgery on electronic components. Fuses A plentiful supply of electrical fuses is needed for the Doctor’s MacGuffins. the second Romana chose to remain there. The Doctor frowns upon the use of such a dangerous weapon. It is still useful to appease black marketeers or mercenaries. only it exists in negative coordinates. Jelly babies ‘Hallo. Subsequent attacks increase the paralysis. Adric. Timed fuses are essential to use explosives safely: a minimum detonation time of two action turns is recommended for everyone to clear the area of effect. The thorn itself inflicts zero Wounds for the purposes of overcoming armour.DOCTOR WHO — TIME LORD E-space E-space. Force fields also act as a type of Armour: if the force field is not breached by an attack. Gold In dust form. Leela survived an attack by a janis thorn only because the Doctor was able quickly to synthesize an antidote. Jelly babies increase the Doctor’s Awareness by 1 if he uses them to charm his way into people’s favour. The Strength of a force field is the difficulty that a character must beat to get through: a typical force field has a Strength of 10. and inflicts 4 Wounds. Autons. The device is palm-sized. The gravitron exerts huge gravitational forces on the Earth. the metal is conveniently worn as jewellery by many companions. Sontarans. ending her travels with the Doctor. The electromagnetic forces it creates can be used to repel attacks against the Moonbase itself by overriding the safety cutouts. resulting eventually in death. The Earth confections are a prop used to gain time or favour: only cruel. Have a jelly baby. especially science fiction writers. are probably working on life support systems that do not seize up in the presence of this metal. for which the Edged Weapons ability is appropriate. the janis thorn releases a Wounds 5 fast-acting poison that attacks once every two action turns. gold is a deadly poison to Cybermen. there are more galaxies per universe than water molecules in a pint of beer. Force field A force field is a focused barrier of energy that is largely impervious to physical attacks. Galaxy Often called the universe by creatures. or his companions need help to find the TARDIS. It can be used in hand to hand combat. is the negative part of the universe. emotionless or violent monsters such as the Daleks. however.

120 . The trick rarely works twice on the same guard. It was destroyed during The Visitation at the time of the fifth Doctor. Medical packs have the abilities of Knowledge 6. Apart from usefully measuring the relative passage of time and acting as an alarm to remind the Doctor of certain events. Taranium Taranium is a vital mineral used to power time machines and temporal weapons. Sonic screwdriver The Doctor’s sonic screwdriver is a general purpose MacGuffin that harnesses sonic energy to manipulate and open mechanical and electronic locks. It has a short time fuse of 2 actions turns. Space suit The TARDIS’s wardrobe has a reasonable stock of space suits. The length of activity in space suits is limited by the air supply. can be used separately on planets with thin atmospheres. Particularly large and megalomaniac liquorice allsorts tend to have personality defects. It is unstable. It is used mainly by the Daleks to power their time capsules. Radiation meter The TARDIS has a radiation meter built into its control console. a harmless-looking plastic daffodil. Nitro-nine Nitro-nine is an effective explosive whose formula is known only to Ace. Its constituents react violently in contact with anti-matter. The Doctor typically lays a path of brightly coloured liquorice allsorts on the ground to distract guards and draw them away from objects they are supposed to be watching. Its counterpart is E-space. Nestene autojet The Nestenes’ ability to animate plastic and the Master’s technological know-how were combined to produce the Nestene autojet. but it is not infallible. Its ability is equal to the Doctor’s total MacGuffin ability. They are available only if the Doctor has remembered to restock the TARDIS dispenser with the required drugs. so if you have to use it. A dye on the exterior of the bandage changes colour when the wound has healed. however. this Earth confection has other uses. Medical pack The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. An environmental helmet. Reversing its polarity turns it into a powerful electromagnet which can be used to draw back heavy bolts. The Doctor occasionally uses a portable meter to measure the extent of different types of radiation away from the TARDIS. and a taranium core formed the heart of a Dalek weapon that was intended to destroy time. and Ace is forbidden to make it: she usually has a plentiful supply. Nitro-nine inflicts 7 Wounds on anyone in the primary zone of effect and 4 Wounds on anyone in the secondary zone of effect. The plastic film is soluble in water. it can even be used to set off mines. By boosting its power and concentrating the sonic energy into a beam. place it and run! N-space N-space is our universe: normal space comprising normal matter. It is programmed to respond to heat and the pattern of a human face. whereupon it shoots a plastic film over the target in an attempt to suffocate its victim. Pocket watch Each incarnation of the Doctor has carried a pocket watch. as well as containing air canisters. which are essential for exploration in space and on many moons. It tends to work only after the TARDIS crew has stepped outside. This meter is reliable. This action can also be initiated by radio signals activated by the Nestenes’ human agents or allies. and dissolves minutes after its has done its job by the action of condensed water vapour from its victim’s dying breath. Medicine 2 for the purposes of healing. which provides protection for the head.DOCTOR WHO — TIME LORD Liquorice allsorts Like jelly babies. one of the Doctor’s companions. a pocket watch and chain can be used to hypnotize opponents.

typically on a spaceship or planetary base. Switzerland. It is opened and closed from only one end of the corridor. forewarning the TARDIS crew of imminent danger. The United Kingdom section of UNIT is headed by Brigadier Lethbridge Stewart. Although nominally independent of each country’s government. It can provide insight into recent events. such as drone clamps. he would probably have a fully functioning TARDIS. Time corridor A time corridor is a two-way connection between one time and space and another. Time loop Time loops are temporal traps that keep their victims snared in a short. Only civilizations that have developed temporal science have a chance of breaking out of a time loop. neutron rams. The Whomobile is a compact. that are essential to routine maintenance on the TARDIS. a key element in the power sources of many spaceships. provided its operator can program it correctly. Its headquarters is in Geneva. The TARDIS’s Zyton 7 has been exhausted only once in many centuries of time travel. whose regular staff includes Captain Yates and Sergeant Benton. The Time Lords use it to power type 40 TARDISes like the Doctor’s owing to its long life. Whomobile The third Doctor built a special car during his sojourn on Earth. Zyton 7 The prison planet Varos is the main source of Zyton 7. 1980s and 1990s. TARDIS toolbox Useful source of MacGuffins. 121 . Time-space visualizer The time-space visualizer can look at any event in time and space. with a pass under the name of Doctor John Smith. Lethbridge Stewart was first encountered by the second Doctor. UNIT Earth’s United Nations Intelligence Taskforce (UNIT) is a worldwide organization set up in the late twentieth century to investigate and combat extra-terrestrial menaces. The Doctor has to program the key so that new companions can use the key: the first Doctor is particularly reluctant to do so until he can trust his fellow travellers. a subsidiary will often be blackmailed by politicians into acting against their leader’s will.DOCTOR WHO — TIME LORD TARDIS key The key to the Doctor’s TARDIS is molecularly coded so that only the Doctor or recognized companions can unlock the door. Daleks used time corridor technology until their scientists developed timeships. sweptback wings. If the Doctor knew how each one worked. laser cutters and probes. It can fly: in the air it is treated as a light aeroplane with Move 7. The Doctor has since become the temporary scientific adviser to UNIT in the UK. on the ground it is treated as an air car with Move 6. The only chance of breaking out occurs if the victims discover at which point they entered the time loop and can then devise a means of changing their actions. Each base is dependent on the good will of the host government. Torch The TARDIS storeroom carries a number of chemical and electrical torches that are vital to explore some of the dingy caverns in which the craft lands. magnetic clamps. repetitive cycle of time. silver car with curved. He is active in this role throughout the 1970s. and it has bases near or in the capital cities of the main world powers.

DOCTOR WHO — TIME LORD PART FIVE The Never-Ending Script 122 .

he is the means by which players enter another universe. It is suggested that a different incarnation of the Doctor and other companions to the ones played under the control of the first referee be used to retain continuity in each referee’s universe. form letters Clumsy. Players depend on him for scenesetting information in the same way as they might absorb such details from a film or the computer-generated graphics of a virtual reality. bulldozer. It is important to realize that the referee is not against the players: he is as likely to help them as he is to set perplexing puzzles. however. He is the person who believes it would be entertaining to run a game using a particular set of rules. Experienced role-players also often choose their referee this way. It is suggested. it is the referee who reacts to their actions and maintains the feeling of suspension of disbelief. a referee has to absorb a vast amount of information about the DOCTOR WHO universe as well as the rules that make the game possible. is the one person in a game of TIME LORD who should read this book thoroughly at some time so he has a clear idea of the scope of the rules and how they work. if they do something within the world that the referee has described. force field 123 Table 5B: Control (example Difficulties in italics) 0 1 2 3 Unco-ordinated. therefore. and even offers them help when they get stuck. Until the players themselves obtain copies of the TIME LORD. necessitating clear-thinking as well as bookkeeping skills. referees have different styles. because he has an idea for an adventure. His other tools are imagination. for the person who buys a new set of rules is the one most likely to want to get a game started. Imaginary worlds. He is the person that gives players the initial push into an adventure. and it takes time for a novice referee to develop all the skills that will ensure his players feel they are entering a different time and space. awkward. random movements. Any referee should encourage this: it adds to the variety of the game and gives the referee a chance to play a character! Even within the same group. TIME LORD is just one of his tools: it provides a set of physical laws as well as background information that is consistent with those laws. therefore. one of the players may want to take a turn at being referee. Table 5A: Strength (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 No strength at all Small rodent Child Average adult Strong adult Human maximum. because he controls characters that players can befriend and who help defeat the villains: it is difficult to be against someone who helps attain an objective! The referee’s part in a role-playing game is to maintain play balance and adjudicate players’ actions to get results that are consistent in the context of the DOCTOR WHO universe. walk. He. Ideally. and it is usually his enthusiasm that encourages other people to play in his games. after all. the referee uses all these tools to become transparent to the action: in effect. it makes sense for the owner of the rules to be the referee. use basic tools. And he also needs to keep track of the fate and actions of everyone on an adventure. however. Cyberman Lorry. adjusts to their whims and actions. use simple vehicle such as a car. clap hands. hydraulic press Jet aircraft Spaceship Gravitron. After one or two adventures. will have had the greatest opportunity to study the rules and should have a good grasp of the basic mechanics. whoever owns the copy of TIME LORD should be the referee. simple machines Average human. flexibility and storytelling.DOCTOR WHO — TIME LORD HOW TO BE A REFEREE No role-playing game really ticks without the presence of a referee. what one deems suitable for his players may be too tame or too excessive for another referee. WHO SHOULD BE REFEREE? The referee is commonly chosen by default whenever anyone plays a new role-playing game: he is usually the owner of the rule book. He also has to learn how to describe scenes and people graphically so that they come alive. The referee. For a start. are difficult to maintain. play notes on a musical . Geoff Capes Car. In some ways the referee is also part of the group. hold object Barely controlled movement. that in a group of novices.

DOCTOR WHO — TIME LORD RULES. A mature player will accept. 6 Car. in which rivers of fluid ice course through the cores of planets. Here he can organize the running of 8 Jet is needed for the rule book. can be broken. dice. Whatever you do. a referee’s decision. master watchmaker. for example. 4 Strong adult 5 Human GETTING ORGANIZED maximum. as referee you have the right to change it. the refereeChildthe final say. walk. Any effect that is deliberately intended to make players feel uncomfortable should be carefully considered and handled. 1 Small rodent One rule that cannot be broken is that the referee’s word is law. use simple vehicle such as a car. Some groups split up around a room and slump in armchairs. If something does not seem right. scrap paper as well as notes on characters and the the game: table space aircraft adventure in progress. always use the principle of beat the difference when rolling the dice. Tweaking abilities. if you Table 5A: Strength (example Difficulties in italics) feel they are too weak. random movements. they are likely to become disoriented and argumentative. virtuoso musician. athlete. No matter how much a player whines or argues. play musical instrument well Very nimble-fingered. too. ninja. Either way. cut gems Human maximum. fine. however. and in which villains who certainly died in a previous adventure resurface to menace characters again. the nature of alien intelligences. REALITY AND REALISM TIME LORD is simply a set of rules that have been designed to give an effect: they aim to simulate the reality of the DOCTOR WHO television series. crack a safe. ideally with a table for his own use. walk tight rope. While running the game. Players feel comfortable when reality behaves as expected. clap hands. hold object Barely controlled movement. 9 Spaceship The referee’s table is like the backstage area of a play: events and referee characters are waiting in the wings 10 Gravitron. lower their Armour. use basic tools. they are certainly not privy 3 Average adult to the scheming or skills of their opponents. concert musician. when it does not. therefore. DOCTOR WHO is a setting in which elite soldiers can fire at point blank range and miss. swing from trapeze Comic book superhero Raston robot Divine powers Divine powers 124 . do not expect results to be realistic but consistent with the general laws of the DOCTOR WHO universe. you are probably better off without him: has 2 players often do not know the full story when they perceive a referee’s ruling as unfair. TIME LORD is designed to be generally consistent with the background. If a player ups and leaves. time paradoxes and natural phenomena as well as the demands of television magic mean that not everything in the game may behave exactly as expected on twentieth century Earth. Cyberman others prefer to sit round a table. Realism is a tool that to a degree can be dispensed with. form letters Clumsy. although it is vital at times to make players believe or have faith in an adventure or the referee. play notes on a musical instrument Skilful. Geoff Capes There is no set way of playing a role-playing game. the second concentrates the players’ minds Lorry.scenesfield controlled by the referee takes place there without the main players’ Table 5B: Control (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unco-ordinated. bulldozer. above human average. operate complex vehicle such as a helicopter. increase their Strength. juggle. although he may not agree with. awkward. Notes that the players should not see can be kept handy yet away from their eyes. Which one is press 7 should sit slightly apart from the players. The Cybermen detailed in Part Four. Although the physical laws of the DOCTOR WHO universe are broadly similar to those of our own world. simple machines Average human. The rules. are those from the time of The Moonbase and Tomb of the Cybermen: if you want wimpy Cybermen. is a minor form of rule-changing: you 0 may need to invent No strength at all rules to cover special situations or bend ones to simulate a different effect. force action for their cue. It is the realm where science fiction becomes science fact. and behind-the. the referee on the game. but it cannot simulate every effect simply because the background contradicts itself. hydraulicbest is a matter of personal preference. The first method encourages a relaxed atmosphere.

Tyrannosaurus Rex. ajar door Mouse. Tell the players how they feel as they breathe in fresh. small adult . aircraft hangar. Those characters that take a dominant role should be more thoroughly detailed so that they can be played consistently from game session to game session. such as a separate room. a planet or even just another room in a complex — it is the referee’s description that they rely on for information before they act. REFEREE CHARACTERS Characters controlled by the referee both provide information for the player characters and give the referee the chance to role-play. crack in masonry or woodwork Speck of dust. If the TARDIS lands on a beach at the foot of a cliff. small dog. try to give each one a different personality. horse. baby. put a few notes about their behaviour and quirks of personality. Cyberman. typical area. Referee characters that are role-played well develop personalities and become believable. it is possible to create a picture of an alien environment. lapdog. airliner. gnat. baby. A villain who cannot be swayed from the path of injustice should have Determination two or three points higher than the average player character’s ability. chimney flue Cat. bar of lead. bag of shopping Up to 40 kilograms. cat flap. BRINGING THE GAME ALIVE How much the referee puts into an adventure to an extent affects how much the players get out of it. child. small doorway Small child. gas particle 125 Table 5D: Weight (example Difficulties in italics) 0 1 2 3 Up to 10 grams. Dalek eyestalk. By giving players comparative descriptions to similar sights. hamster. sounds and smells on Earth. flea.DOCTOR WHO — TIME LORD knowledge. By the bare statistics that are the character’s abilities. Ice Warrior. whale. and let them know it burns their throats if it contains hints of acid. or whatever. and their players should not know what the others are up to or what happened until everyone meets up again. plughole Gnat. brontosaurus. let the players know. large dog. By drawing on storytelling skills and powers of description. flea Up to 1 kilogram. Players will use this information to imagine what the alien world they have landed on looks like. It does not take much acting talent to make a referee character more than two-dimensional. screwdriver Up to 6 kilograms. players will feel their characters are dealing with other people. It is inevitable that characters will become separated during the course of an adventure. almost weightless. have on the water’s surface. average dog. or when they are used in an adventure. the referee can make the TIME LORD universe come alive. hamster. wide door. The referee’s sense of game balance is important here: appropriate values are relative to the player characters’ abilities. When such characters are created. describe the mood of the sea and the effect the two suns. the nature of the rock and its colours. hairline crack Molecule. cow. convey this information too. log cabin. particle of powder. Cybermat. ventilation duct. If players enter a new environment — whether it is a spaceship. which helps to increase the players’ involvement in the game: instead of feeling that they are dealing with the referee. room Car. large dog. book. Exceptionally good roleplayers can be trusted to observe events they are not involved in because they will not use such information to advantage. wide corridor Small human. warehouse Elephant. There should also be somewhere. for example. that the referee can take players who are away from the main action or whose actions need to be carried out in secret. road width. If there are sea birds or other forms of life. and tell them any observer might normally take for granted. Dalek. it will also help them role-play their characters through the suspension of disbelief. yacht. rat. mousehole. salt-laden air. If characters do become separated. Dice rolls that players should not know the results of should be made here. trawler. His weak abilities should be equal to or less than the Table 5C: Size (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Palace. rowing boat. remember to deal with all the players equally: it can be boring and frustrating for players to be left on their own for long. Give them an idea of the steepness and climbability of the cliff. if it is eerily silent. using the rule book or a cupped hand to obscure the dice from the players’ view. just effort on the part of the referee. large spider. Referee characters for an adventure are easy to create: just give them the values that are appropriate for each ability. width of a country lane Large human.

gas particle most characters. crack in masonry or woodwork ence. cat flap. as characters. most elephants Up to 30 tonnes.000 tonnes. planet 126 . hamster.000 tonnes. child. typical a feeling that a character is 2 dice creates a feeling of tension. to go their own way without being channelled in a particular direction by the referee. small adult Up to 125 kilograms. aircraft carrier More than 2. and it is when some or all of the characters have a chance of failure that the 3 Large human. the players will feel that they have had too little of a challenge. rhino. Ideally. cow. book.DOCTOR WHO — TIME LORD corresponding abilities of player characters. yacht. for example. Only when it becomes apparent that the players are genuinely stuck should it be necessary to intervene. width ofhiscountry lanecompetent. motorcycle Up to 4 tonnes. trawler. space station. This ensures that 10 Molecule. You are there to oversee what the players do to solve the mystery you have set them. Tyrannosaurus Rex. Abilities automatically generate corresponding difficulties: Strength is used. Of course. adult. The default is a difficulty of 5. along with the principle of beat the differ8 Gnat. small dog. almost weightless. form the backbone of the rules system. large must overcome to affect it. baby. room and they may be deterred from ever playing again. 1 Elephant. and to overcome its Weight to lift it. The object’s Strength or Weight provide the diffi7 Mouse. spaceship. you should not impose your wishes on the players: they should feel free. Cyberman. Dalek eyestalk. the referee uses the number of research turns that have passed to determine when the Daleks’ next move will be made. The result is quite independent of the players’ actions unless they are trying to abort the explosion. wide door. will have to roll the dice to succeed. screwdriver Up to 6 kilograms. Ice Warrior. and the referee often has to interrupt what the players are doing with other events. rat. wide the right game system generates excitement: players sometimes will the dice to produce corridor numbers! 4Difficulties should be chosen so largethe dice are rolled at tense moments. Look at the abilities given to villains and aliens in Part Four for guidelines on the level of abilities. bar of lead. are working to a schedule to explode a neutron bomb at the centre of the Earth. ventilation duct. baby. bag of shopping Up to 40 kilograms. van. make it too hard. a character to beat is airliner. plughole Difficulties And Abilities Tables give descriptions and examples of the numeric values of each ability: these tables. ajar door object’s Strength to break it. average dog. Novice referees Speck ofresort to a default powder. The culties that a character’s Strength spider. brontosaurus. gnat. rowing boat. small or at times generated to good effect. aircraft hangar. Table 5C: Size (example Difficulties in italics) DIFFICULTIES 0 Palace. road width. Sometimes. doorway where tension can be Small human. It will enable you to develop your role as a responsive storyteller. log cabin. that dog. hamster. flea. for example. mousehole. chimney flue adventure. much of what happens will pass unnoticed until it is almost too late! Keep all your notes at hand. lapdog. Cybermat. TIME LORD deliberately allows characters that are good enough to succeed Car. hod of bricks Up to 600 kilograms. If the Daleks. The game system is intended to remove mundane rolls so they do not intrude on an 5 Small child. if the players are in the wrong place at the wrong time. flea Up to 1 kilogram. car. RUNNING ADVENTURES The simplest way to run an adventure is to set the scene and let the players get on with it: as referee. warehouse Picking the right difficulty forbrontosaurus. If you make an adventure too easy. you merely react to what they do and tell them what they find or what happens to them. Dalek. hairline crack the tables seem confusing or have no can also dust. each player hasarea. and you should be able to run an adventure smoothly and with the minimum intrusion of the mechanics into the story line. The entire adventure turns into a race against time. lorry. whale. large dog. particle of difficulty. to be used when 9 immediately obvious equivalent to whatever is being attempted. Cyberman. which adds an edge of excitement to proceedings. to overcome an 6 Cat. airliner Up to 2. and then it is best done through the actions of friendly or hostile referee characters. the nature of a plot forces the referee to intervene. small aircraft Up to 250 tonnes. one of the keys to a successful game of TIME LORD. whose abilities typically range from 3 to 5. Table 5D: Weight (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Up to 10 grams. Rolling the at what they attempt so horse. however.

knows folklore and legend. light aircraft Up to 3. understand the meaning of the universe 5 6 7 8 9 10 127 . genius. spaceships. dance at Nureyev's standard. basic reading and writing. moped. jump over matchbox Up to 3 km/h. use of basic mechanisms. car. injured or elderly human. spaceship Practically instantaneous travel. use of light aircraft. read and write fluently. transmat Table 5F: Knowledge (example Difficulties in italics) 0 1 2 3 4 Brainless. bow.5 km/h.000 km/h (less than Earth escape velocity). poetic speech.000 km/h. race horse.000 km/h (air speed record). transmats. food mixer. average human. dance pleasingly. racing bike. electron microscope Educated to graduate level. Dalek. basic speech. social and political prejudices. potter's wheel. gun Basic reading and writing. use of jet aircraft. bicycle. understand future science. barely able to move. radio. use of car. use of force fields. move in time to rhythm. cybernetics. emotions. athlete. jump over tea chest Up to 25 km/h. use of winch. pikestaff Capable of speech. understand the subtleties of TIme Lord science. nuclear reactor Human maximum in the 20th century. seeks out principles behind phenomena. far future knowledge. some grasp of all areas of human knowledge. understand an academic treatise. jump over shoe box Up to 8 km/h. understand the principles of any manufactured thing The White and Black Guardians. build time machines. turn. rocket sled. peasant skills. genetic engineering. use of plough. interstellar navigation. motorbike. lathe.DOCTOR WHO — TIME LORD Table 5E: Move (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unable to move Up to 1. acts in response to basic urges Animal instincts. cheetah. TARDISes Alien intelligences. use of robots. missile Up to 200. typewriter Read and write fluently. obstructed terrain. Cyberman. limping. very superstitious. helicopter. crawl. computer. jet aircraft Up to 25. biochemical implants Future human knowledge. biochemical nanocomputers. sceptical but has faith in politics and/or science. open to reasoned argument. astounding feats of memory. understand basics of Time Lord science. understand advanced 20th century research. religious and social prejudices. jump over 2 metre fence Up to 110 km/h. use of simple machines. easy terrain. ordinary horse. rockets. downhill skier Up to 550 km/h (speed of sound). mini universes Time Lord knowledge at its peak (in Rassilon's time).

easily deceived. sometimes gets excess change when buying groceries but loses money whenever he sells his car. a professional poker player. lacking in social skills. socially skilful. can keep a secret unless drunk Determined. paranoid or has a highly developed moral code. mind transference machines. chameleon-like appearance changes. treated as an object Disagreeable. unperceptive. automaton. even able to survive destruction of the physical body. can obtain information by bribery or cajoling. endearing. charismatic. suspicious of most people Human maximum.DOCTOR WHO — TIME LORD Table 5G: Determination (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Mindless slave. resents being order about unless it is done persuasively. machines for mental control Alien intelligences Reserved for dominating alien lifeforms and zombifying brain parasites Divine powers 3 4 5 6 7 8 9 10 128 . uncomprehending of social signals Average human. Cybermen. drugs and physical pain. picks up vibes Gets away with murder. intuitive A head-turner and stopper of all conversation. can spot obvious con tricks. could sell his grandmother. always looks shifty. totally gullible. a good talker. difficult to distract or hypnotize Very single-minded. will not break under torture but affected by truth drugs. sceptical. pig-headed. little resistance to intimidation Average human.. silver-tongued. yearns for leadership Easily led. can be a real rogue. As 8 Able to exert will to create matter. overpays when bribing. likeable. oblivious to most persuasion. generally has good fortune.. Daleks. can keep a secret unless drugged or tortured. persuasive manner. robot Subservient. a leader of other men As 6 but with real power. boring and humourless. can get away with a few small fibs but always caught out in a big deception. Omega in the Doctor's time Table 5H: Awareness (example Difficulties in italics) 0 1 2 Unnoticeable. able to control and corrupt humans. a laughing stock Neither likeable nor pleasant to behold. a natural actor and orator. zombie. dreary company. cannot communicate. obstinate. embarrassed about tipping. Daleks Beyond human limits. even mini-universes. striking appearance. repulsive. able to hypnotize at will. obsessive. regarded as inanimate. fails to spot things until they are very obvious Able to lie convincingly at times. able to shapechange or transfer mind elsewhere. Cybermen Increasingly immune to biochemical mood changers.

as his action for the turn. Most special modifiers affect combat. Modifiers At best. the difficulty should be lower. adjusting it as he sees fit using the general modifiers. for example. Other modifiers reflect special situations. or leap across it. It is quite possible for a referee to run a game using only the default difficulty of 5. The way a player may want his character to achieve something might sound cackhanded or be a brilliantly elegant solution. use the one that is most relevant to the stated actions. A one-area wide chasm. for example. if it sounds wrong his action should be penalized with a higher difficulty. Table 6A: General Difficulty modifiers Chances of success are Virtually nil Almost impossible Unlikely Evens Likely Almost certain A certainty Opponent’s views are Opposite Largely opposite Partly opposite Neutral Slightly similar Largely similar In accord Difficulty modifier +3 +2 +1 0 –1 –2 –3 Table 6B: Combat situation modifiers Combat situation Attacker surprises opponent or takes opponent unawares Attacker cannot see Attacker partly blinded Fog or moonlit night Night Attacker stunned 1 or disoriented Underwater. although those that affect vision. using Control and the Leaping special ability. unless this is creature’s natural environment Gun with telescopic or laser sights 1 See 2 Difficulty modifier –2 +3 +1 +1 an area +2 an area +1 +1 –1 every two complete areas2 Appendix 2 Sights in effect reduce the difficulty due to range 129 . a character’s resistance to persuasion should be increased if he disagrees with another person’s opinion. counts as terrain of difficulty 3. if it sounds right. a character partly blinded by mist should receive a penalty.DOCTOR WHO — TIME LORD Whenever more than one ability seems appropriate to a task. A player can elect to use Move to cross it in one action turn and keep moving. also affect other situations. General modifiers are listed in the Modifiers Table — in effect they can increase or decrease a difficulty by 1 to 3. largely based on the referee’s gut feeling. These modifiers are particularly relevant to negotiations and arguments between characters and referee characters. and to move across it into an area of flat ground counts as a total difficulty of 4. the difficulty tables can give only an approximate value given the different circumstances in which the players can find themselves. A character leaping from concealment to attack an enemy should get a bonus for taking his opponent by surprise. similarly.

cannot be moved in one action turn: it takes many research turns of effort to clear. and the referee decides it will take 12 research turns (3 hours) to find the parts and make the adjustments. the difficulty might increase by 2 because no lifting gear is available. The time taken is until 1-12 research turns before they are needed. operating at Determination 6. can be assigned according to the difficulty tables. building circuits from scratch might take 20 to 100 research turns. A rockfall consisting of six tonnes of rubble. a jet engine would be difficulty 5. Repairs to electronic circuits might take anything from 1 to 20 research turns. And particularly advanced or an unfamiliar jet engine might warrant an increase in difficulty of 1 or 2. The time in research turns required to complete a task depends on the scale of the project. for example. Hurried research Time is often of the essence when trying to defeat an alien menace or finding cures for diseases or viruses. machinery or MacGuffins. so a difficulty of 4 would be appropriate to build a 20th century Earth radio. the difficulty might increase by 1 because no scoops or shovels were to hand. One to induce fear in Cybermen. radio. would be Difficulty 6 plus a general modifier of 2 because it attacks a specific immunity. preparing traps. 2 MacGuffins are prepared for the right moment. if it consisted of gravel. The Doctor needs to modify a 20th century transistor radio to transmit an SOS. researching viruses and so on are assigned difficulties appropriate to the length of time needed for completion. however.DOCTOR WHO — TIME LORD Table 7: Research Task Difficulty Time needed 4-12 turns 12-48 turns Repair a watch. And the six tonne rockfall has a difficulty of 7 to shift based purely on Weight. The difficulty. obtained from the Knowledge required to understand the technology. Knowledge gives appropriate difficulties for technology. They can try to complete these tasks in less time but at a higher difficulty. Players may well choose to do so if their characters are clearly capable of 130 . These values can also be adjusted using the general modifiers: if the rockfall consisted of heavy boulders. electronic 4 circuit or mechanical part Build a small electronic or mechanical item from available parts Build a small electronic or mechanical item from scratch Repair a jet engine Build a MacGuffin Repair minor TARDIS fault Rebuild TARDIS circuit Repair TARDIS chameleon circuit Analyse virus or poison Analyse alien virus Move 1 tonne of rock Set explosive charge 1 4 4 5 special1 8 8 10 6 8 6 6 100-650 turns 12-96 turns special2 12-48 turns 12-96 turns a lifetime 48-200 turns 48-200 turns 12-24 turns 1-8 turns The difficulty of building a MacGuffin depends on its power. RESEARCH TURNS Tasks such as building or repairing equipment. A rough guide to the number of research turns needed to complete a task is given in the Research Table along with some example difficulties. shifting rubble. The difficulty is 4. and characters may need to complete a task in less time than the basic amount.

the player knows he can easily modify the radio in 12 turns and be certain of success. He starts again. however. but the referee lowers the difficulty by 2 to 2. As referee you should make a feature out of failure. The Doctor decides he can complete modifications to the radio in 50% of the time. players can again opt to hurry. a character can make a task easier by spending more time on a project these difficulties are also given. Conversely. The time required. which he will certainly beat. The Doctor urgently needs to send his distress signal. so the player opts to modify the radio in less time at a greater difficulty. the character must start again. will be apparent. Because the Doctor has Knowledge 6 and Electronics 2. Failure Inevitably characters will fail at some research turn tasks. and for this reason it is best if the dice are rolled by the player but the result seen by only the referee.DOCTOR WHO — TIME LORD Table 8: Hurried research Percentage of required time 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150% Difficulty modifier +5 +4 +3 +2 +1 0 –1 –2 –3 –4 –5 Example: trying to complete a task in 60% of the time would increase the Difficulty by 4. increasing the difficulty by 5 to 9. accomplishing a task within the normal limits — their abilities are higher than the difficulty. if the Doctor hurried his work the dice would be rolled only after six turns had passed. He now needs to beat a difference of 1 to modify the radio in 6 turns. In the examples. every 10% reduction or increase in the time spent respectively adds one to or subtracts one from the difficulty. however. but if that too fails to work. This is reflected by reducing the difficulty using the general modifiers but keeping the same base time. The Hurried Research Table shows the increases to the difficulty according to the amount of time spent on a task. a total ability of 8. the dice are rolled only after the required number of research turns has passed. Although it is possible to test electronic components. and instead picks up the sounds of wonderful Big L. Whether a character hurries research turn activities or not. MacGuffins cannot be tested: they either work or they don’t and the only way to find out is to use them against their intended targets. Electronic circuits that have been built incorrectly have probably fused in sparks and a puff of smoke. Incredibly. In effect. That way the player does not know whether his character has succeeded or failed until he uses equipment: the result of failed manual labour. will have changed as the character has made some headway. making a total difficulty of 7. and failure provides a chance to increase tension and develop atmos- 131 . Bench-thumping is the one ability that can be used to compensate for failure. however. the time required stays at 12 turns. The Doctor again chooses to cut the time required by 50%. the Doctor fails to modify the radio.

Humanoids. In essence. The resistance is the difficulty that must be beaten to cut a 10 centimetres long. however. Any material’s resistance to cutting tools is given by its Strength: typical Strengths are given in the Materials Resistance Table. it may be sufficient to cut a small hole big enough for a arm to poke through and reactivate a locking mechanism or turn a key.DOCTOR WHO — TIME LORD phere. need not always cut a hole big enough for an entire body to walk through. It doesn’t really matter if the players’ hopes rested on building a MacGuffin that would stop an invasion fleet of Cybermen: if it cannot be built in time they must improvise! CUTTING TOOLS Few classic chases in DOCTOR WHO are complete without the Doctor fusing or locking a door. How the pursuers deal with obstacles depends on the value of nearby equipment: cutting tools are slower but safer than explosives. 1 centimetre wide and 1 centimetre deep hole in that material — a volume of 10 cubic centimetres. it is Table 9: Materials resistance Material Plaster Plastic Wood Brick Concrete Soft metal Hard metal Armour plate Strength 2 2 3 4 4 5 6 7 Table 10: Cutting tools Tool Cutting disc Cutting torch Diamond power drill Diamond wire saw Thermic lance Cutting tools: blasters Tool Cybergun Dalek gun Earth laser Ice Warrior gun Ice Warrior sonic cannon Sea Devil heat gun Silurian heat ray Cutting capability None None None Fair Good Good Good 132 Cutting power 0 0 0 4 6 6 6 Cutting capability Fair Good Good Fair Excellent Cutting power 4 6 5 3 8 . forcing his pursuers to use cutting equipment to continue the chase while the Doctor makes good his escape — or at least stumbles freely into a carefully prepared trap. too.

reduce the difficulty by 2.DOCTOR WHO — TIME LORD based on the difficulty of making a 10 centimetre cut through a typical metal door in a futuristic city. however. The difficulty is reduced to allow for any headway made during previous attempts: if it is the second attempt. the referee elects to roll the dice only after 35 turns of cutting have passed: the cutting tool inflicts 6 Wounds against the material’s Strength of 6 and would cut through the door after this time if the referee rolls the dice and beats a difference of 0. although the Daleks can replace their guns with cutting torches. The difficulty. The cutters can opt to hurry or prolong the cutting time to respectively increase or decrease the difficulty: use the modifiers given in the Hurried Research Table. need dedicated cutters and cannot use their blasters as cutting tools. that area is damaged. the referee can simply rule whether a charge has been placed accurately and whether it does what it is supposed to do. A Dalek cutting torch. however. a craggy object riddled with faults or crevices would be easy to place a charge on. If the cutting tool beats the difference between its cutting ability and the Strength of the material. only the Doctor and his companion Ace are ever likely to want to use explosives: most of the times that referee characters use them. large charges take 1 to 8 research turns. Like failure on research turn tasks failure cutting through obstacles should be made a feature of the game. Species such as the Daleks and Cybermen. Wounds 6. The capabilities of each type of cutting tool are detailed in the Cutting Tools Table. remember to remind them of their pursuer’s progress while they work out their next move. such as difficulty 6 for a hard metal door. cannot be reduced below 1. And by hurrying the cutting procedure. Failure means the cutting tool has run out of fuel or energy. In contrast. modified according to any weak points. taking about 35 action turns. the uncertainty is increased about the amount of time the players have to plan or escape. 133 . if it is the third attempt. but this value is used to overcome the resistance of the material. If the Wounds inflicted by the explosives overcome a material’s resistance. Cybermen and other ruthlessly efficient. Different types of explosives are listed in the Explosives Table. the Dalek would cut a further 10 centimetres through the door. that object is destroyed. A totally smooth object with no defects would increase the difficulty by 2 because there is no obvious spot to put the charge — it counts as an almost impossible task on the general modifiers table. Instead of rolling the dice each action turn during the 35 turns needed to cut through the door. Instead of rolling each turn to determine the cutter’s progress. thermic lances and mechanical cutters. Small charges of explosives can be placed in one action turn. More fallible species may rush a job or just be incompetent. this value is the resistance of one area of that material to explosives. A further attempt can be made to cut through after the cause of failure has been established. if a number of Wounds greater than twice the material’s Strength are inflicted. Materials resist explosives using their Strength. as given in the Materials Resistance Table. calculating alien species do not permit failure and will usually work to safe cutting schedules that ensure success. To cut a Dalekshaped hole from the base of the door along three sides would require about 350 centimetres to be cut. They are area weapons with potentially enormous destructive power. An explosive charge must be placed well to have maximum effect. Or perhaps the material has proved particularly resistant and progress has been slower than expected. In addition. but which need careful handling. divide the volume to be cut by 10 to get the number of action turns needed to complete the task. would usually be able to progress at 10 centimetres an action turn through a typical 1 centimetre thick hard metal door (difficulty 6) of a Dalek city. In the course of a TIME LORD adventure. While the player characters are on the other side of a door which is slowly being cut through. Because cutting is such a slow process it can be treated like a research turn activity. reduce the difficulty by 1. There are three basic specialized cutting tools: cutting torches. The difficulty of placing a charge is 5. counting as almost certain and decreasing the difficulty by 2. in the case of a mechanical tool it has been blunted or has broken. the difficulty remains that of the material. the cutter advances 10 cubic centimetres through it. Each turn the referee would roll to beat a difference of 0. such as those carried by Sea Devils or Ice Warriors. can be used to a greater or lesser extent as cutting tools. blasters that use heat or sonic energy. Explosives inflict Wounds on objects in the same way that weapons inflict Wounds on characters. if he succeeded. EXPLOSIVES Small charges of explosives are effective both at blowing up objects and blowing up people. Failure Daleks. Each one inflicts its Cutting Power on an object in much the same way that weapons inflict Wounds in combat.

Failure If a character fails to place a charge accurately. Doubling the amount of explosive increases the Wounds inflicted by 1. sneaks up behind the Dalek and tapes the charge to its shell. one kilogram Table 12: Explosives ranges Maximum Wounds inflicted 1–4 5–8 9–12 13–16 17–20 21–24 Primary zone (areas) 0 0 0–1 0–1 0–1 0–2 Secondary zone (areas) none 1 2 2–3 2–4 3–4 Wounds inflicted 10 10 4 6 6 7 6 All explosives have a primary zone of effect and a secondary zone of effect. given in the Explosives Ranges Table. In the primary zone of effect. half Wounds. small Dalekanium bomb Dynamite. full Wounds are inflicted on any object or person in that zone. should be used to determine the 134 . rounded up. especially if it takes place between two player characters. If she used only two or three cans. Ace decides that one can of nitro-nine. one stick Dynamite. bundle of four sticks Gunpowder. HYPNOTISM AND NEGOTIATION Changing someone’s opinion by force or by persuasion is not as simply as making a straightforward dice roll to beat the difference. A primary zone of 0 and a secondary zone of 1 means the explosive detonates at full effect in its area and a half effect 1 area away. The dice. Rather than use the dice to determine the outcome of arguments or oratory between player characters. not go off at all. allow the players to play their roles in an attempt to bring an opponent round to their way of thinking. it will go off prematurely. Wounds 7. Whichever result is most dramatically appropriate should be used so that failure forces the players to reappraise their situation and perhaps try another route. one can Plastic explosive. The four cans of nitro-nine will inflict 9 Wounds. She bundles four cans together with sticky tape. might not be enough to blow open a Dalek. however. one keg Nitro-nine.DOCTOR WHO — TIME LORD Table 11: Explosives Type of charge Cyberbomb. or go off in the wrong place and fail to destroy the object. the nitro-nine would inflict 8 Wounds. The Wounds inflicted by explosives can be increased by increasing the explosive charge. Similarly a primary zone of 0—1 and a secondary zone of 2—3 means the explosive has full effect up to one area away from the centre of explosion and half effect from 2 to 3 areas away. are inflicted on any person or object in the secondary zone of effect. similarly. halving the amount of explosive reduces the Wounds inflicted by 1. protected by Armour 9. The zones are the range over which an explosive has effect. and are virtually guaranteed of blowing up the Dalek.

hypnotism and the like. Further attempts may reduce the difficulty or end up with one person’s viewpoint clearly established as the right course of action. however. Jo Grant. the other should adjust his opinion or is convinced of the merits of the argument.DOCTOR WHO — TIME LORD outcome of oratory and arguments which involve referee characters. to convince a conservative businessman of the merits of communism. They should also be used to determine the outcome of any attempt at hypnotism. Awareness is the skill of persuasion by oratory and clever negotiation. although he might agree for convenience to follow some of its tenets. Anyone with fixed views. And if both fail. no change results: either character should offer something fresh for negotiations to continue. each should adjust his argument towards the other’s. It would be difficult. Determination is used to resist orders. Indomitable Will and Independent Spirit increase a character’s ability to argue or resist domination or persuasion. Determination is the imposition of ideas by force of will. adjusting a character’s resistance according to whether he is opposed to or largely in accord with the arguments used against him. The modifiers should also be used for hypnotism: someone who is set against the Master’s will is more able to resist him. If both characters succeed. Any attempt at negotiation or hypnotism should take into account the general difficulty modifiers.talking. Awareness is used to resist persuasion and smooth. 135 . Special abilities such as Bargaining. in which case both roll the dice to determine whether they succeed in adjusting the other’s viewpoint. for example. If only one succeeds. after the Master initially succeeded in hypnotizing her managed to resist further attempts. for example. Arguments are not always one-way attempts to change someone’s views: the other person may respond with counter arguments. There is a subtle distinction between Awareness and Determination in negotiations. Similarly. is unlikely to have them radically changed by argument.

(The Meddling Monk. when they are doing it and why they are doing it. In italics after each of the themes that follows are examples of stories that use the theme: by referring to the novelization or programme you can see how the idea was used. and even add or remove scenes. The less you write. The Claws of Axos. (Delta and the Bannermen. if you cannot think of one. The Mutants.) Archenemy One of the Doctor’s enemies. RECURRENT THEMES Alien menace Tentacled. there are plenty to be adapted from DOCTOR WHO novelizations or even unrelated films and books on subjects as diverse as science fiction and Shakespeare. Destruction of the planet.) Historic adventure The Doctor and companions take part in historic events knowing that they can observe and advise. A stock source of UNIT stories. The Curse of Fenric. you will need to create your own adventures. thrillers and historical drama: all these styles and more can be used as the basis for adventures.) 136 . Many themes recur throughout DOCTOR WHO. (The Daemons. The Time Warrior. bringing technological advances many centuries earlier than they would have ordinarily have been discovered. (Time and the Rani.) Altering history Whether as a malicious action or prank.) A world gone mad Reality is overturned and nothing is as it seems. Planet of Evil. forces from the dawn of time are released or unleashed by innocents or the Doctor’s enemies. As long as you know who is doing what. the motives of some of the characters. the adventure at the end of this part of TIME LORD. Even combine elements of plots so that one or more plots run alongside the main story line. (The Reign of Terror. time travellers attempt to alter history for the better. The Crusade.) Beauty and the beast Foul is fair and fair is foul — the Doctor must determine whether things are as they seem. is up to no good and has laid a trap for the Doctor to stumble into. The Doctor must live by his wits to survive and to find out the source of the irregularity. The Edge of Destruction. Logopolis. galaxy or universe will result if they are not contained. (Galaxy Four. For this reason it is best never to follow an existing story too closely: change the plot devices. blobby green creatures from the near side of beyond infinity terrorize Earth.) Chase Either the Doctor or someone he encounters is pursued by a deadly enemy who seeks to capture or kill his foe. yet most times they are reworked with new aliens or settings to make them unique. (The Green Death. comedy.DOCTOR WHO — TIME LORD HOW TO INVENT ADVENTURES Once you have played The Curse of the Cyclops. typically the Master or the Rani. Plots adapted from books or films have a disadvantage in that one or more of the players may recognize the initial source and be wise to the outcome. (Spearhead from Space.) Ancient powers Accidentally or deliberately. A rough idea of the plot can be sufficient to run a game. (The Mind Robber. Or the archenemy is manipulating the resources of a planet or its people to gain power.) Environmental action Negligence of the environment through careless disposal of chemicals creates man’s nemesis. the more flexible the adventure can be. and the more able it is to adjust to the players’ approach and desires. some of which may continue well into the next adventure or provide the springboard for it. many situations can be improvised. Your own imagination is by far the best source of a plot because the story line will be unique. DOCTOR WHO is a universe where space opera mingles with horror. This is not as daunting as it may sound: an involving and interesting TIME LORD adventure needs only the rudiments of an exciting plot. but not change the course of history as they know it. The Chase.

(The War Machines.) Things from another dimension Also known as things that man was not meant to know yet have none the less deigned to knock on the doors of human knowledge. to which details of people. The Key to Time. He plays out the charade until it suits his purpose to reveal the truth — which is sometimes never! (The Curse of Peladon. City of Death. is shunned or is enshrined as law or procedure.) Recurrent themes can form some or all of an adventure. the Doctor and his companions must choose who is right and who deserves help. they dominate species and seek to take over their worlds.) Temporal paradox Companions and the Doctors meet themselves. even at the cost of genocide. whether through mistaken ideals or contempt for lesser mortals.) Whom gods destroy Once powerful beings try to escape imprisonment and restore themselves to true power and recognition in the eyes of their former equals. Morals can be built in as well to deliver a message: DOCTOR WHO stories have attacked environmental negligence. (The Pyramids of Mars. 137 . intelligent species invade a planet to colonize it or to strip it of its resources. Earthshock. The Invasion. They must be stopped before mankind is destroyed or forever enslaved.) Mad scientists Morally superior scientists attempt to dominate humanity or create a better world. (Resurrection of the Daleks.) Mistaken identity The Doctor arrives on a planet and is mistaken for an ambassador or a spy. inexperienced time travellers attempt to break the first and second laws of time and reverse history. (Day of the Daleks. big business.) Technology gone wrong Advanced computers or robots begin to think for themselves and decide man is dispensable. (Frontios. (Inferno. (The Monster of Peladon. (The Keys of Marinus. creatures and events can be added. Robot. The Robots of Death.) Parallel universe Everything is the seemingly the same as the characters’ universe but is somehow different. racism and bureaucracy among other subjects. Dragonfire. They help to provide the bones of a TIME LORD adventure.) Survival A species or race reduced to its last numbers fights desperately for survival in a hostile environment. And if no one faction is better than the other. The Web Planet.) Invasion Calculating. As alien intelligences or long dormant forces. these are creatures that have crossed or been brought across the dimensional barriers of the universe. The Image of the Fendahl. Planet of Fire. (Invasion of the Dinosaurs. Science becomes the work of the gods. Intrigue can be the main element of a game or provide just part of it in the form of power struggles between dominant referee characters. several can be used at once to great effect.DOCTOR WHO — TIME LORD Intrigue Caught in a struggle for power between two or more factions. The Web Planet.) Traitor A seemingly dependable ally is in fact working for the enemy and reveals himself as a traitor by turning a weapon on the Doctor just as the Time Lord appears to have triumphed. (The Abominable Snowmen. (The Dalek Invasion of Earth. places. the Doctor must fight a battle of wits to evade the wrath of everyone. The Three Doctors. The Face of Evil.) Quest Parts of an artefact are scattered across a planet or solar system and must be reunited to forestall an enemy or prevent a catastrophe.) Rightful rulers Species dispossessed of their rightful planet seek to regain it. Roles are reversed and what may happen in one universe may or may not happen in its parallel one. (The Silurians. The Romans.

It can be worth drawing objects on the square notelets used to form areas to save time in play. the scope of adventures can be broadened. In effect they are a countdown to action: if nothing happens to prevent it. in this case a shopping centre. some TIME LORD adventures need to have time lines worked out in advance. The Doctor also has a few referee characters who accompany and help him. The Edge of Destruction. Autons and the like. they can become complicated political intrigues with much travelling between locations in the TARDIS or more primitive means of transport. Roughly draw a network of areas over each location so that each one can be laid out quickly when the characters reach it and action has to take place. A referee should aim to simplify his bookkeeping. From simple adventures over a limited area. Think of the limits of a DOCTOR WHO television set before sitting down to draw any maps. SCOPE Until you have a strong grasp of TIME LORD’s mechanics and have run a few basic adventures. if there is a chase. Super-detailed plans of location are not essential. It is also a good idea to include a few double agents or traitors. A time line is simply a schedule of events. so the odds of the characters going their own ways grows. Similarly. As you become more familiar with the way adventures work. starting from the villain’s first moves. the Doctor would need to prevent the bomb exploding by taking appropriate action beforehand. and limits the number of antagonists. it is easiest to keep adventures on a small scale. Limiting the area over which play can take place makes it easier to prepare maps and details of places. Daleks planning the invasion of a planet will have spent weeks organizing their attack. The set has only a few key locations in which all the action takes place. By noting and detailing the key locations and assigning difficulties (against Awareness) for travelling along any links without getting lost. with the aim of both leaking information and throwing suspicion on the Doctor or his companions. Also make a note of potential friends and neutrals. 138 . many villains work to a definite schedule in the execution of their plans. restricted the action to the control room and sick bay of the TARDIS. deadly henchmen and hordes of inefficient extras with low abilities and a tendency to die at the hands of the Doctor’s capable allies. Now is also the time to work out the factions involved: you need to have a clear idea of who is against who as well as who might be persuaded to team up with one faction to overcome another. The number of research turns he has to do this is limited by the time line. the detonation time would be a point on that time line. days or even weeks. such as buildings. the bridge. environmental domes or within a small geographic area — one of the earliest DOCTOR WHO stories. You might like to draw the entire plan of a spaceship. the characters run through a maze of similar-looking corridors or passageways. and so on until the villain succeeds or is thwarted. Cybermen. As the number of factions and areas to explore increase. laboratories. Before play you should draw sketch maps of key locations. usually after the Doctor has intervened. the next event on the time line takes place. castle or scientific complex just for reference. bypassing any difficulties and choosing different course of action where necessary. several hours. It takes experience to handle several small groups of players while keeping each one occupied. MAPS AND DRAWINGS Even a scrappy map or drawing can help players envisage a location or object more clearly than a spoken description. Early adventures should take place in the confines of spaceships. hold and cells of spaceships. They will work to their schedule. you need to decide which of the aliens or villains is responsible — it may even be more than one working in an uneasy alliance. through to the arrival of the Doctor. The Templar Throne deliberately restricts the action to a limited area. and restricts what the characters can do. Most of the time strong villains will have one or two efficient. it is possible to avoid drawing too many maps. and even the TARDIS control room. the Doctor’s weak allies frequently tend to die from the blaster fire of Daleks. not complicate it! TIME LINES Along with a plot. If the Cybermen had placed a bomb deep within the core of a planet with a set detonation time. Similarly.DOCTOR WHO — TIME LORD VILLAINS AND FRIENDS Once you have decided the rough nature of an adventure. Time lines can cover periods of a few action turns. detailing them by writing down their names and appropriate abilities and notes on personality. even surviving in time to say goodbye when the Doctor leaves. right down to the timing of the first landing and the arrival of the main force. but so little of it will actually be used in play. and then theoretically outlining the progress of the adventure.

They will spot inconsistencies in the plot. too. as referee. If the referee has envisaged that the Doctor should build a MacGuffin to defeat an alien intelligence. it should not depend on a character succeeding. Minor events can go ahead regardless. Players are unpredictable and will come up with all sorts of solutions the referee could never have envisaged while inventing an adventure. and that means being able to improvise. If that means bending your rules or those of the game. When assembling all the elements of an adventure.DOCTOR WHO — TIME LORD PUTTING IT ALL TOGETHER It is very tempting to take all the elements of an adventure and predetermine the parts the player characters are going to play. but potentially devastating events can be adjusted so that players have a chance to do something about them if they’ve been particularly slow or roundabout in their approach to the scenario. should be flexible. Time lines. then do it. You. 139 . While an adventure should include tasks that make use of certain characters’ special abilities. But to do so is a mistake. are there to make TIME LORD an enjoyable experience for yourself and your players. there should be a way of overcoming the menace if the Doctor fails to build one or if the player believes there is a better solution. And they will resent being channelled along the way the referee has prepared for them. steamrolling their way through shallow artifices. it is important to build in flexibility.

for example. 20 area chase in action turn time JUNGLE PATH Terrain difficulty 1 Takes 3 research turns to reach mines. takes 2 research turns to reach temple. Easy to follow SCENE 5: MINES SCENE 4: TEMPLE JUNGLE Terrain difficulty 2 Takes 4 research turns to reach temple 140 . Additional companions can be provided by using Alison from the appendices. the actions of the characters decide what happens next. Takes 2 research turns to travel along SCENE 3: THE VILLAGE SCENE 6: THE CHASE Jungle terrain difficulty is 2. there are no background scenes to fill in details for the viewers: the players know only what their characters experience. Story line Frustrated by the Doctor’s meddling in their plans. The adventure is broken into three sections: Maps. as well as a schematic diagram showing how each encounter area is linked with indications of terrain — an actual map of the island is unnecessary. the Daleks have plundered the universe for the tiniest trace of taranium in order to set a trap for their enemy. Encounters are broken into scenes that may or may not take place. and Friends and Felons . Scenes describes the main encounters that are likely. Scenes. Friends and Felons details the referee characters that will help or confront the player characters. if the referee can imagine how the villains of the piece will be furthering their plans while the player characters execute theirs. The first provides detailed maps of locations. however. the seventh Doctor and Ace. and involves the First Doctor. By complicated analysis of the chronons in time-sensitized taranium. Unlike a TV adventure. It helps. It is set after The Chase. but difficulty 5 v Awareness to keep on path. Think of each scene as an important part of a set in a typical Doctor Who story: the actions and decisions of the players decide when to switch to the next scene.DOCTOR WHO — TIME LORD CURSE OF THE CYCLOPS Curse of the Cyclops is a short adventure that players should be able to complete in one or two evenings. To a large extent. REFEREE’S NOTES Curse of the Cyclops is a free-form adventure that partly depends on the skill of the referee to improvise. could conceivably tackle the adventure. or by allowing players to create their own characters. however. the links and route the players take to each scene are not fixed. Curse of the Cyclops Map 1: Schematic View of Scene Links SCENE 1: BEACH & TARDIS SCENE 2: BEACH SURROUNDINGS CLIFF Terrain difficulty 2 per area SCENE 2F: JUNGLE PATH Terrain difficulty 1. Do not read any further if you are to take on the role of the Doctor or a companion: the information that follows is for the referee only. Steven and Vicki. broken into areas. It is possible. for it to take place further along the Doctor’s time line. There is no fixed time line to regulate when events occur in this adventure.

the Doctor explores the small craft. Either by hiding in the next offering of taranium ore. Hykronos waits for the right moment to release the time travellers. although this should be regarded as only a guideline. When the Doctor and his companions arrive and begin to explore their surroundings. where they are briefly recognized and captured by the Daleks. around which the Doctor and his companions are grouped. The regressive colonists regard the Daleks as messengers from the gods. Map 6: the chase. who will then ‘commune with the gods’ to relay the information. leaving it to drown when the tide comes in. through the settlers’ transition to ‘new Greeks’. but quickly disperse. Expected outcome The plot will probably unfold one way. Behind the time ship rises a steep but craggy cliff over which vines and creepers climb. Baskets of the phosphorescent ore are delivered to the Dalek craft. At the foot of the cliff is a dense green carpet of plants that in one direction rises quickly into jungle at the back of the beach. the Daleks have been taken for Servitors of the Cyclops — a creature that has survived in legend from the earliest Earth colonists. and works out how to ruin their plans. takes off ready for the next adventure. Out to sea. All this is apparent on the TARDIS’s scanner. the water lies still and blue. or by posing as miners carrying the offerings. The TARDIS. Hellas has one bonus: it is a source of a taranium complex ore that the Daleks now demand as tribute from the Athenosians. will encounter Hykronos. The Doctor should realize he is facing the Daleks. If that doesn’t give them cause to worry. now disguised as a Grecian temple. the Doctor heads through the jungle. at the same time the Doctor and the remaining companions discover the dead body of Hynossos and are captured by an Athenosian patrol and taken to the village for judgment to be passed. pursued by surviving Daleks. the Doctor waits long enough on the beach to lure the evil creature into quicksand: the fluoronic acid painfully incapacitates the creature. Fleeing into the capsule and sealing the Daleks out of their own ship. towards the TARDIS. The taranium was then exhausted to send a small Dalek time capsule and a suicide force to this location to set a trap to capture and eradicate the Time Lord. Most of the Daleks meet their doom falling over a cliff to their destruction.DOCTOR WHO — TIME LORD Dalek scientists have been able to predict a future time-space location of the Doctor: the island of Athenos on the planet Hellas. nothing will! SCENE 1: ARRIVAL The tranquil peace of an island paradise is shattered as the TARDIS materializes on a beach of brilliant white sand. the Doctor and crew enter the temple. not a route along which the players should be channelled. killing the prime science Dalek that would be able to effect repairs. the central console emits a loud and nerve-shattering bang. MAPS Map 1: schematic view of links between scenes. just inviting a weary traveller to take a dip. the Doctor can deduce that a thermal cutout has switched in and 141 . Map 3: the village prison. Map 4: the temple. The Dalek capsule. The schematic map is deliberately vague: the characters are unlikely to map their progress through the jungle — captives are not going to be able to do so — and to an extent it isn’t important. arrived on Athenos some 50 years too early. the sea laps against the chalk-like rock. and the ship crash landed. Examining the circuits in the control console. Either he fixes the Daleks’ time engines and sets the craft in motion in a time loop. and explains why Hynossos is dead. and are willing to obey them. on the beach side of the reef. confident that the Athenosians will bring any news of strangers to the high priest. deduces that the Daleks are extracting taranium. remind them that the Doctor has an ‘infallible sense of direction’ as far as locating the TARDIS is concerned. or he arranges for it to take off and explode safely out of the way of the planet Hellas. Map 2: the beach. waves break over a reef some 100 metres away. Map 5: the Dalek capsule. however. Each map for a scene is divided into areas if it is expected that detailed action needs to be resolved during a scene. Left with only the Red Dalek to defeat. and the extracted taranium stored ready for use when the capsule’s time engines are repaired. If the characters voice doubts. In the meantime the Daleks are waiting for the moment that the Doctor arrives. one character. probably Steven. Wisps of smoke rise from the panels. finally repaired. A junior technician Dalek is currently doing all it can to get the capsule fully working. Escaping through the observation hatch in the top of the craft. especially if the Doctor or a companion fans them away. at least so the Daleks can report to the Emperor Dalek on Skaro. in the other direction. In the meantime. refined by the Daleks. Inside the TARDIS.

He will then know he has landed far in the future along his time stream. that a companion may notice movement in the jungle. 142 . divide your time equally between them to avoid players becoming bored. Attacks continue even if the character leaves the water. out of the TARDIS. are generally peaceful. Hykronos. Strength 5.. Tell any character who enters the water that it feels surprisingly tingly against the skin. unwittingly delivering the Doctor into the hands of his enemies. if the companions are determined to stay in the TARDIS. each island or kingdom of islands is analogous to an independent Greek state. Keen Sight is applicable) will see the Doctor is looking at a soot-coated circuit that has undoubtedly seen better days.. the villagers will in due time troop down to the beach and drag the TARDIS on rollers to the temple. however. Companions can explore the beach. cannot easily be lured from the jungle — he’s had his fill of messengers from the gods for a day — but may well lure a hotheaded companion. The beach shelves gently towards the reef. although the slightly alien sounds of the island’s birds and the rasping susurrus of insects makes it seem rather unearthly. After 5 turns’ immersion tell them that it irritates. Electronics is applicable). After an hour or so (four research turns) it is difficulty 7 against Awareness to notice on the monitor that something is different: the sea is much closer and the tide is quickly coming in. Spartia and so on). starting with the first one after the TARDIS arrives. to recall its political status is difficulty 9. even if it causes a small administrative headache. Computing is applicable). such as Steven. he can even rustle up some scuba gear or breathing apparatus for no more than two people. could be Thebos. SCENE 2: ON THE BEACH The real world lives up to the scanner’s depiction of a tropical paradise. however.) If players find it difficult to envisage their immediate surroundings. one of many islands that make up the land mass of the largely oceanic planet of Hellas. The difficulty of noticing this reduces by one for each research turn that passes.DOCTOR WHO — TIME LORD that all he needs to do is wait for a few hours everything’s cooled down a bit (difficulty 6 against Knowledge. the cliff or the jungle. The TARDIS has landed on Athenos. The people. As a last resort. 1A: Wait and sea If the players aren’t willing to get the adventure moving. The Doctor may recall which planet he is on (difficulty 8 against Knowledge). it is difficulty 10 against Knowledge to extract a minor but useful piece of information: that the sea is a weak fluoronic acid that can penetrate and attack organic materials at a molecular level. They should get the hint and leave! Any character who takes a shower immediately nullifies the effect of the fluoronic acid. This encounter is not intended seriously to injure any character: it is a clue. Doctors who are prepared to (not the first or second incarnations!) use the TARDIS computer and apply data from sensors can extract this information (difficulty 7. It is difficulty 5 against Awareness to see the figure — who is the slightly curious Hykronos. The Doctor and his companions have two choices: they can sit in the TARDIS and wait (1A). there are no hazards to swimming bar the water itself. The TARDIS is immune to the effects of fluoronic acid. Rivalry between kingdoms is intense and it would take a planetary catastrophe for them to unite. for example. the only way is to take it to them. (If you put players in separate rooms to deal with their characters’ explorations separately. with an attack frequency of 5 action turns. roll to overcome a swimming character’s Strength with the Strength of the poison (after 5 turns it is 1. catching a glimpse of a human face. nervous companions might panic him into leaving the TARDIS. It is clear the TARDIS is going to be engulfed by the sea. they can even elect to go for a swim or sunbathe! 2A: In too deep The TARDIS will be able to furnish any companion with swimming costumes. philosophic life of Ancient Greece. after 10 turns it is 2 and so on to its maximum of 5). or go out and investigate the apparent paradise outside (Scene 2). Allow players to send their characters in different directions. Its inhabitants are regressive Earth colonists who once abandoned technology for the simpler. diving masks. Whichever method is used. up to a maximum of 5 turns later. there is a chance each research turn. The dilute fluoronic acid counts as a slow poison. and has a corrupted Greek name (other kingdoms. although the Doctor may feel safe. At the end of every 5 turns immersion. Any companion who catches sight of what the Doctor is looking at (difficulty 4 against Awareness. or snorkels. if the scanner is on. lay out some telephone notelets or beer mats to represent the areas in Map 2 (don’t point out the quicksand!). if the Doctor can beat a difficulty of 5 with his Awareness. The Doctor and his companions should be encouraged to explore their surroundings. During this time. after 10 turns that it hurts.

or nears its edges. He should be kept as a free agent in the event of the companions’ capture. If he loses the fight. will see (difficulty 3 against Awareness) the body of a man spreadeagled in the undergrowth: it is Hynossos. however. is only a mildly corrosive acid: its main features is that its molecules are small enough to penetrate skin pores and debond many inorganic substances. there will be chance to talk and convince him that the TARDIS crew are friendly. 2E: Body unbeautiful If all the TARDIS crew stumble across the body. Difficulty 1 Quicksand. in fact he 143 . the character will be attacked by Hykronos. 2D: Body language Whoever enters the jungle first. can be won over. Hykronos will typically move an area away each time and still attack. For each action turn in which the character tries to escape.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 2: The Beach KEY CLIFFS Jungle. urging him into hiding. which the character must beat to escape using his Move. using Awareness to beat the difficulty presented by Hykronos’s Stealth (Control 4 plus Stealth 1 equals difficulty 5). who has clearly fallen to his death from the top of the cliff. once in the same area it is difficulty 6 against Control to avoid it. difficulty 5 against Medicine (automatic success) that although the native appears to have been killed by a fall. The main aim of this encounter is to introduce a possible ally who. Hykronos will run for it. however. leaving them to be found and captured by the village patrol. he will drag the companion’s body deeper into the jungle. Difficulty 2 Body of Hynossos TARDIS 2B: Shore things Characters who explore the bay have a chance of stumbling into quicksand in the areas marked in Map 2. If the rest of the TARDIS crew appear. Characters trapped in quicksand will be attacked by fluoronic acid in the same way as bathers (2A). even at the risk of tackling a messenger from the gods. This the Doctor will know or find out from the TARDIS database or his memory. He will find. if the character doesn’t try to escape. Quicksand counts as difficulty 3 terrain on the first action turn. the Doctor should really investigate it. the action should move away from the body. Difficulty 2 Wet Sand. the difficulty increases by 1. although initially hostile. difficulty 10 against Knowledge. Difficulty 3 Sea. Difficulty 2 Dry Sand. in the dilution present in the sea. who sees his chance to avenge his brother’s death. where. On bending to examine the body closer. the difficulty remains constant. he will recover in time to alert the companion to the approach of the villagers. 2C: Science lesson Fluoronic acid. The player gets a chance to notice Hykronos’s approach. Hykronos. It is difficulty 6 against Awareness to notice the quicksand (characters in distant areas increase this difficulty by the range to the quicksand). simply needs winning over: if he wins the fight. when the companion recovers. During the fight.

but they are outnumbered three or four to one. the officer will be unswayed by the companions’ claims of innocence: there is only one way the truth can be found out — by consulting the Servitors of Cyclops at the temple. If struggle ensues. have no weapons. A spring bubbles into a stone trough in the central square. and the overflow of water seeps into the ground. crowd companions and attack them with blunt weapons from all sides to knock them out. the two in charge of the prisoners will not be fooled by clever ploys from their charges: if one of the companions is ‘dying’. The players may choose to put up a fight. If this immediately brings to mind the Daleks. they will probably be too absorbed to notice that they have been surrounded by about a dozen hostile natives bearing spears and bows. and rescue the Doctor and his friends. Curse of the Cyclops Map 3: Prison KEY Guard. which is obviously not a prison. Captured companions will be led through the jungle to the village. Photographic Memory helps). A guard is placed at the rear window. white-washed one-storey buildings scattered around a central square. and marches off in the direction of the temple. 2F: Caught out While the crew examines the body. another stands by the door. Showing abnormal intelligence for guards in a Doctor Who adventure. SCENE 3: IN THE VILLAGE Athenosia resembles a picture-postcard village. one-roomed house. he will nobble the back guard and free a companion if no player character is already free. there is certainly no harm jumping to such a conclusion. This is to allow Hykronos and any free companion to prove themselves: disguised as a native a companion and Hykronos can dummy the guards.DOCTOR WHO — TIME LORD died before he hit the ground: the native’s chest feels like jelly — the result of a high energy weapon. The captives are led to one of the buildings. It is extremely hard to memorize the route through the jungle (difficulty 8 against Knowledge. then that is his fate — it is almost certainly the fate the Servitors will decree. If a companion is KO’d. If Hykronos gets the chance. ‘Murderers! Seize them. a trail leads up through the trees to a sand-coloured temple on top of a hill. with squat. which is hastily barred from the outside. and forced to carry the body of Hynossos. biff them with a blunt object. don’t resolve any further attacks against him: simply have the natives bind him. On the far side of the village.’ cries the officer in charge. Obvious weapons will be taken away from the captives. by all means allow one to run from the natives — to be met and captured or hidden by Hykronos. Captain Kelsyx explains he is off talk to the High Priest of the Cyclops god. and hardly a match for their captors. but a moderately well furnished. Despite protestations of innocence. with spear and knife Indoor area Outdoor area Sturdy door Walls Barred window 144 . If no companion has met Hykronos or is a free agent. The gods will decide the player characters’ innocence or guilt.

we’re trapped! If the companions have somehow all been trapped and Hykronos has been killed. SCENE 4: THE TEMPLE To all intents and purposes.. to sneak through the village to the jungle. they can discover that the temple vibrates slightly. In return. 4B: We did it their way Characters that have failed to escape the Athenosians will be forcibly brought to the temple and abandoned on the steps for the high priest to emerge and pass judgment. The two guards are each armed with a spear and a knife. A scuffle is bound to occur in which the guards will have no compunction about using their knives (spears aren’t practical weapons in a building) to end an escape attempt. that their base is at the temple (Scene 4). the gods sometimes leave gift of metal objects. Anyone snooping round the temple will be seen by Dalek security monitors: the Daleks will therefore be expecting any ‘unexpected’ visitors. The baskets are easily big enough for a man to hide in. Steps lead up to a plinth. It is difficulty 5 against Awareness for these items to be found in a 10 action turn search of the house. the temple looks like a simple Greek temple built out of reddish-coloured sandstone. 145 . Evidently they are craftsmen. but there is no widespread evidence of metal: spears and knives are made from sharpened shells. but happy people who take pleasure in the gifts of the sea and the land. about a dozen baskets of ore are delivered to the temple. which the companions may deem necessary to take. If the characters are free to explore. then the guards on the prison will demonstrate usual stupidity and allow themselves to be fooled by the prisoners. Or you could play the adventure this way and allow Hykronos to enter at a vital moment and knock out a guard from behind. Characters will be brought by guards into the building itself at the same time as the taranium ore. leaving the Doctor in no doubt that the Daleks are at work.. 4C: Of course nobody saw us. difficulty 3 against Control (Stealth helps). at the front of which four round columns rise to a triangular frieze. 3B: Help. In the largest building. and left for the gods to claim. like the Dalekanium knife in the head man’s house. Scraping at external walls will reveal hard metal beneath: a stucco layer has obviously been applied over some alien object. and there is a faint hum in the air: it’s remarkably like being next to the TARDIS (difficulty 4 against Awareness when within one area’s range). Only by entering buildings is there a chance of being noticed. Investigating the village raises the difficulty of sneaking about to 5. Hykronos can explain more about the Servitors.DOCTOR WHO — TIME LORD Any objects removed from the companions can be found by the prison door. there are few villagers about. run It is easy. there can be found samples of the complex taranium ore mined by the villagers (see Scene 7) as well as a metal knife made of Dalekanium — a gift from the gods for the villagers. 3A: If in doubt. Make the companions roll once each research turn they are in the village to determine whether they are noticed. Each night. the head man’s house. pointing out the largest house as being slightly ornamented and obviously the most important of all the buildings. as most are at work in the mines. and it is quite conceivable for the characters to arrange to be hidden in the baskets and delivered into the temple. and that they need some material from the mines (Scene 7). Referee’s notes A map of the village isn’t important — handle any searching in an abstract fashion. failure will alert someone to the intruders’ presence and the alarm will be raised. 4A: In with the in crowd One way to get in ‘unnoticed’ is to hide in the large baskets used to deliver tributes of taranium ore to the gods. The only entrance is through the columns: a tall rectangle of darkness that looks almost unwelcoming. consecrated by the high priest. It is difficulty 6 against knowledge to remember seeing this type of structure before: that of a Dalek time ship. in which a single blank eye is painted. 3C: Search me Investigating the village is risky: there is little to be found: the Athenosians are poor.

will not open fire while the characters are near the taranium ore and the ore is in the ship. The Doctor can arrange to destroy the ship by repairing the time engines and setting it to take off and explode in the time-space vortex: an explosion can be triggered by hurling the poor technician Dalek into the chute leading to the taranium refiner. he is saved.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 4: Temple KEY Indoor areas Pillars Offering of taranium Main temple door. the Doctor can sabotage it to destroy it safely and whichever Daleks are present. In essence. There. the deck above is the observation deck. stranding everyone present in time and space — the Daleks couldn’t even be sure they would exterminate the Doctor. labs and power rooms. But from behind. surrounding the characters. As a defence against pursuing Daleks (one through each door). they will run into the escaping Daleks and be pursued through the jungle (Scene 7: The Chase). the Red Dalek knows the characters are there and will take a few seconds to identify the Doctor or his associates: either he will deliver a staccato ultimatum to hand over the Doctor or he will pronounce the Doctor’s death sentence. which has a lift to the roof (the way out). The level the characters enter is the control deck: the deck below is the stores. The characters must act quickly: the Doctor must come up with a good reason for the Daleks not killing him (by all means make the player who controls the Doctor sweat a bit!). taranium ore is being refined and stored ready for the junior technician Dalek to get the time engines working. however. leaving only a short time for the Doctor and company to leave the ship by the observation chamber and clamber down the temple’s outside wall. any Dalek looks dangerous. This Dalek is hard at work and absolutely no threat as it has a claw and sucker arrangement instead of a sucker and gun in its manipulator panel. (And if the Daleks do get the courage to shoot. The Daleks. In the power rooms. nor would they be able to get their mined ore back to Dalek Supreme. provided he keeps the ore next to him. 146 . of course. What happens next largely depends on whether the characters are captives or voluntarily in the temple. sealing the doors against his enemies. They fan out. If the Doctor realizes this. trapping the characters inside. While in the time machine. any Dalek that fires with a blocked gun is destroyed — and the first Dalek through each door should fire and be destroyed! By this time the companions can seal the doors against the Daleks (who will cut their way out of the main temple door to escape themselves). the door to the outside world will be shut.. To do so invites disaster: the phosphorescent ore could produce an unpredictable time implosion. however. shut to trap characters Concealed doors to Dalek capsule 4D: Temple fortune Once inside then temple. Two pepperpot shaped doors rise in the opposite wall.. ensure that Hykronos is the one who gets hit!) 4E: The only way is up There is only one escape route for the Doctor: into the Dalek time capsule. taranium ore can be shoved into the barrels of the Daleks’ guns (difficulty 7 in hand to hand combat. and three Daleks glide out of each one — including the Red Dalek.

Invent scenery as necessary: store rooms are uninteresting: what is important is the power plant room. and difficulty 6 against Knowledge to operate them. tracers and so on Entry point from temple A Control Deck Assorted Dalek control panels Entry point from temple P S S S A R P R D R Power Plant & Stores All areas are accessible from the central core: R Ore refinery P Plant S Stores D Dalek technician 4F: The time capsule Treat the Dalek time ship as a simple cube on three levels.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 5: Dalek Time Capsule KEY A Lift service platform — runs throughout the capsule A Observation Platform Physical observation deck and escape route! A Observation Deck Monitoring equipment. at the centre of which is a lift system. the control room and the escape route through the observation deck. scanners. Dalek lifts are panels set into the floor and are not immediately noticeable: it is difficulty 4 against Awareness to see them. 147 .

5A: Open choice The Doctor might raise the Athenosians against the Daleks. arrive midway through chase D C L I F F 20 areas D D D D Dalek reinforcements. Whether the Doctor relies on his ‘infallible sense of direction’ (difficulty 3 against Awareness) or the companions use a direction finder to pinpoint the time ship’s location (difficulty 4 against Knowledge). each D = one Dalek Initial Dalek positions KEY Jungle area. But the Athenosians are fond of their gods: only Hykronos knows of their evil and will speak against them. Be prepared to respond to the players’ ideas.DOCTOR WHO — TIME LORD The characters should feel under pressure to disable the capsule and get out in a short time. It is completely harmless. SCENE 5: MAKE IT MINE The taranium mines are not a vital part of the adventure. thereby providing a means of destroying their pursuers. The mines are open cast. probably after the Doctor has arranged for the Dalek craft to be destroyed. say. While doing so they can witness the Daleks in the outer area trying to cut through the external door to escape (the Daleks know they can get through this door quickly — cutting through the Dalekanium doors into the capsule proper is out of the question. arrive midway through chase Area containing Daleks. and basically the 40 or so workers just hack away at a cliff with tools given them by the Daleks (pick axes with carbide-tipped Dalekanium heads). Neither the companions nor the Doctor will probably have had time to find their way about the island. but would any scientist trust a glowing ore. Inventive companions may use vines in quickly improvised traps in order to snare and then catapult the metallic monsters over the edge. the Daleks should pursue the Time Lord and his companions through the jungle to the TARDIS. The taranium ore is very low yielding and has phosphorescent properties: it glows visibly in dim light. Curse of the Cyclops Map 6: The Chase D Dalek reinforcements. SCENE 6: THE CHASE At some time near the end of the adventure. start the chase about 20 areas from the TARDIS. or he might use the taranium ore to construct a MacGuffin capable of temporally displacing the Daleks. possibly with radioactive properties!? A player who tries hard enough might well persuade the miners that the Servitors are not what they seem. therefore they should not know that although the line they take to the TARDIS is indeed the most direct one. it ends with a drop down a cliff! This is intentional: companions that make it to the cliff edge can hide behind trees ready to push any Dalek off the edge. but the Doctor might prefer to visit them. Each day the extracted ore is delivered to the temple in the evening. to obtain materials or examine the ore that the Athenosians are extracting. difficulty 2 D TARDIS 148 . playing on the lack of reward for all the effort.

the first Doctor can run at only Move 3. Dalek reinforcements should arrive. At this point their options are to stay and hide. 149 . Companions are able to run at Move 4. Roughly work out 20 areas distance and place a notelet to represent the location of the TARDIS — do not tell the players there is a cliff in the way. To allow the Doctor to see the end of the Daleks. cannot mooove. FRIENDS AND FELONS Daleks The exact number of Daleks in the adventure is up to the referee. No Dalek can fire at a companion who is climbing down the cliff — its gun cannot be pointed at such a severe angle. They are immune to the effects of fluoronic acid. place one Dalek token in each marked area. The TARDIS will be fully operational — and Doctor is free to leave — once the Dalek menace has been dealt with.DOCTOR WHO — TIME LORD 6A: Handling the chase Either draw on paper or set up nine telephone notelets or beer mats to represent the areas given in Map Six. Athenosians have fair. realizing the potentially incapacitating power of fluoronic acid on the living creature inside a Dalek shell. where the fluoronic acid in the seawater will make short work of its electronic circuits. Continue the chase until the companions suddenly realize that although the TARDIS is only a few areas away. armed with spear and knife (both count as edged weapons.. and the size of the Dalek capsule suggests only a small force is present. Warriors should be treated as Ancient Worlds soldiers in the rules. or to climb down the cliff using the vines. At about the halfway point. Any Dalek that topples is destroyed on the beach below (no need to roll). Daleks have Move 2 and are at a considerable disadvantage because the referee must roll each turn to see whether they can move even one area! Daleks will generally alternate which of them tries to move two areas and which move only one or remain stationary and fire. where they have been stationed on patrol. metallic looking hair and well tanned skin: they have mutated slightly from their original human stock to adapt to the environment of Hellas. and treat the Red Dalek as a Black Dalek. including the Red Dalek should be enough: use the statistics in the Time Lord rules. adding generous bonuses for drop kicks (+2 general modifier) or for using vines. two areas distant from the companions and one area ahead of them. any surviving Dalek. To force a Dalek off the edge. ‘Cannot move. SCENE 7: DEATH TO THE DALEKS Once the companions reach the TARDIS they are safe. you could force a quick electronics repair on him before the TARDIS will take off (difficulty 6. trapping the Dalek until the tide comes in and drowns it. No Athenosian wears armour. ready to push Daleks off the edge. Action turn one now begins: ask the players what their characters are going to do. use Control against the Dalek’s Defence to hit. the Doctor and company could make water bombs and attack any surviving Daleks. If they wait long enough. will get to the beach in time to be bogged down in quicksand. lay out more notelets or draw more areas to fill in the terrain. there is a drop of about 10 vertical areas to the beach. takes 20 action turns). inflicting 4 Wounds). although they should deal with any surviving Daleks. If the companions get too cocky.. Place one or two Dalek counters on each flank. ‘Search and destroy. Eight Daleks. to worry the Doctor in the chase scene. cannot moove. search and destroy. the Daleks have just moved into sight that turn. usually just the Red Dalek. Or. the Daleks will all move towards the companions this turn chanting. and difficulty 6 to move three areas. They should always try to move two areas if the characters outdistance them too much. all of them speak perfect English. one of which should be the Red Dalek. at the end of the action turn — in effect. The companions typically see only six at any one time. panic-stricken. a few others need to come in from other parts of the island. allow some Daleks to move into the same area as each other and use group fire to make their guns more devastating. In essence.’ Jungle counts as terrain of cumulative difficulty 2: it is difficulty 2 to move one area. because they cannot see that far! Use miniature figures or counters to represent the companions and the Daleks. Daleks trapped in quicksand should emit puffs of smoke and screech. The climb is difficulty 2 for each vertical area — characters may use either Control plus Mountaineering or their Move to make progress. some Daleks need to escape the capsule before it is destroyed. and allow the players to place their characters’ tokens in any area they wish. seeming as if to head off the companions from their goal. They typically wear simple white kilts or tunics and sandals. difficulty 4 to move two areas.’ at which point their speech circuits give up in a sort of whining fade. As the characters run towards the TARDIS. The acid would seep through the grilles in the Dalek’s top part and down into the creature below. Athenosians Humanoids in appearance. then Strength against the Dalek’s Weight to force it over the edge.

he will have great respect. alerting the Daleks to the brothers’ presence. bright. but murder of their own kind is one of the few things that will provoke hostility. He is resourceful. Hykronos is naturally sceptical about any messenger from the gods. Running 1. his brother was hit by Dalek fire just as he made the edge.DOCTOR WHO — TIME LORD Athenosians try to live a Greek ideal of philosophising and peaceful coexistence. If he is beaten in hand to hand combat by a companion. He will be present with the ore when the companions are delivered to the temple. He has no real role in the adventure. 150 . the two ran to reveal their secrets to the village. The two were chased through the jungle: Hykronos made it to the cliff and clambered down. Hykronos Strength: 4 Control: 4. but is a figure that the villagers respect. hunting for the village as a living. as he is quite competent himself. High Priest The high priest is an Athenosian under Dalek mind control. He will initially regard the TARDIS crew as enemies. They are hard to incite to violence. Swimming 1 Knowledge: 4. more than capable of dealing with the Servitors. Wilderness Lore 1 Determination: 3 Awareness: 3 Daring with his brother Hynossos to look upon the secret rites of the Servitors. Overhearing the Daleks talking of their contempt for the natives. First Aid 1. the two Athenosians crept into the temple the night before the TARDIS arrived and hid among the baskets of ore. and willing to contribute to any of the companions’ plans. and thereby learning that the gods were mere creatures. Hynossos stumbled on leaving the temple. Stealth 1 Size: 3 Weight: 4 Move: 3. as messengers from the gods. but be dismissed by his overlords to prevent him from getting in the way. Unfortunately. He speaks the will of the Daleks and calls on the wrath of the Cyclops to strike down those who might deny their godly status. but if he hears them talking or theorizing about the Daleks. he will know they are people he can trust — and.


An evenly matched referee and player have the same Strength. It should not break out into a war of words about a character’s abilities. Strength Give the player an arm-wrestling match after first rating your Strength (2 for puny. If he easily beats you. Creating a character is an open-ended procedure that requires the co-operation of the referee and the player concerned. Exceptionally observant players. Control Most players will have Control 3. the referee. Give any player who regular exercises or plays sports. sixth form counts as Knowledge 4. it is possible to do so in TIME LORD. Size Male characters will usually be Size 3. applying any tests that are appropriate to determine the character’s abilities. Knowledge Knowledge can be gauged by the education a player has received. a thickset build coupled with great height deserves Weight 5. worldwise players without formal education should have Knowledge that reflects their experience. education to age 16 counts as Knowledge 3. You. the player’s character has a Strength of 1 less than the referee’s. An average person has Awareness 3. and with a little help from you. should get Determination 4. First. Education to primary school level counts as Knowledge 2. the referee. detailing education and possible special abilities arising from sports and pastimes. This background will help you decide the appropriate level of his abilities in terms of the TIME LORD game. Track and field athletes should be given Control 5. female characters will usually be Size 4. the player should write a one-hundred word to two-hundred word resume of his background. but notable cowards. have the last word in any dispute because you need to balance player characters’ abilities with those of referee characters. or players with strong oratory abilities should be given Awareness 4. Determination Most players will have Determination 3. women or youths should have Weight 3. say three times a week. There is an advanced character creation system in Appendix 4 (page 159). Awareness Anyone with a sight.DOCTOR WHO — TIME LORD APPENDIX 1: CREATING COMPANIONS The easiest role for anyone to play in any role-playing game is himself. You. such as a fireman or a soldier in a bomb disposal squad. particularly nervous people or anyone who cannot kick an addictive habit such as smoking for more than a day should be given Determination 2. Move All human characters have Move 3 and the special ability of Running 1. To get Determination 5. Size reflects both bulk and height. can be unsettling both for the player and his friends. technically more competent people in the game world. and should be modified according to a player’s extremes. Well-travelled. the referee. If the referee beats the player after a struggle. his Strength is 1 higher than yours. smell or hearing impairment or who communicates awkwardly should be given Awareness 2. who may suddenly learn more about that person than he might ordinarily reveal. Anyone with a job that requires conspicuous bravery. his Strength is 2 higher. Use the difficulty tables in Part Five along with the following guidelines to determine the common abilities of a player as a character. if he beats you after a struggle. Control 4. an averagely built person should have Weight 4. One point extra in an ability represents a considerable increase in skill and may unreasonably raise a character’s abilities above those of other. It might explain how the character comes to find himself in the TARDIS. Weight Lightly built men. a university background counts as Knowledge 5. however. the player needs to be more stubborn than the average mule. decide the actual values. 4 for muscular and 5 for body-builder). a player who is easily beaten has a Strength of 2 less than the referee’s. In a way it is more challenging and interesting to get players to generate themselves as characters and have each of them play someone else. 152 . Having someone playing himself as a character. 3 for average.

ALISON — A SAMPLE CHARACTER Alison is a 20-year-old singer and dancer from 1991 London who is on the verge of breaking into the music industry with a unique blend of rap and bubblegum pop. much of her work is composed at home using a keyboard. picking Sense of Balance 2. to her. but give each character some speciality that will prove useful on his travels with the Doctor.DOCTOR WHO — TIME LORD SPECIAL ABILITIES A character is made unique by his special abilities. Ignore any ability for which the player has received less than a month’s full training or for which he has less than three years’ on-the-job experience. She has no equipment — her stage costume was not designed to be practical! Author’s note for the curious When Time Lord was originally written. Her career. Ordinary people are unlikely to have many of the quirky abilities such as Cheat Death. She has an attractive. She is determined to control her own music and image and has learned how to use complicated electronic recording and mixing equipment. Only characters with very few special abilities should be given 2 points. however. If the player has five times this amount of training or experience. or Iron Constitution 1 with Con 1. Knowledge 3. Alison’s player decides she wishes to enhance her strong will with the one point the referee allots her. she stumbled into the TARDIS while mistaking it for a part of the set for a promotional video. Awareness 3. should be given Cheat Death if his Strength is less than 5: a Strength 4 character should have Cheat Death 1. Her hordes of admirers warrant the ability of Striking Appearance 2. shoulder-length black hair. most people will need only 1 point. adventuring in the TARDIS is fun. The equipment they have will be whatever they are carrying in their pockets when the character is generated. based on three years’ composing and singing. decides the quality of her voice is such that she deserves Singing 2. Iron Constitution. Keen Sight and Bench-thumping. Any special ability which meets these minimum requirements can be assigned a value of 1. Determination 4. picking the special ability of Independent Spirit 1. the Knowledge-related abilities of Computing 1 and Electronics 1 and the Awareness-related abilities of Musicianship (keyboards) 1 and Singing 1. round face. Go through the list of abilities provided in Part 3 and decide whether any are appropriate to the player’s written background. Size 4. however. Move 3. Control 4. gives her the Control-related ability of Dancing 1. rapstrix Betty Boo had a quirky video to her song Where Are You Baby? from which all the notes concerning Alison gain their inspiration. A character. assign the special ability a value of 2. dark brown eyes and straight. Where is that baby now? 153 . She also gains the Strength-related ability of Cheat Death 2 and the Move-related ability of Running 1. The referee. Tone down values that seem excessive. A player should justify any particularly odd special ability that he wants. for example. Weight 3. skills appropriate to his background and training. The referee gives her the following common abilities: Strength 3. a Strength 3 or Strength 2 character should have Cheat Death 2. Remember that player characters are ordinary people: they are not superhuman. Wearing purple and silver futuristic stage clothes. The referee may give each character up to two points to be assigned to unique special abilities: a player might choose to assign the points to one or two special abilities. Her own ideas of alien lifeforms are probably weirder than the real creatures and the universe holds few terrors for her. sampler and computer.

The character who applies his healing skills must decide whether his treatment will heal Shock or Wounds. it inflicts 8 Wounds when set to kill and 8 Shock when set to stun. All are in keeping with technology in the DOCTOR WHO universe. Referees should use safe combat to enhance the dramatic tension of an adventure. seriously wounded or dead depends only on the number of Wounds he has taken. could be used to make a knockout attack that inflicts 2 Shock. may be applied once to Shock and once to Wounds. His character is assumed to be pulling his blows to avoid permanently harming his opponent. a player should state at which level the blaster is set and whether it is set to kill or stun. A Dalek gun usually inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. First Aid or Medicine can be used to heal Shock damage in the same way as such abilities are used to heal Wounds. Referees who wish to use a combat system that allows characters to be knocked out but not wounded by blows from fists and blunt weapons should use the rules for safe combat. First Aid. otherwise such weapons by default are set to maximum Wounds. usually inflicting 3 Wounds. however. so they should be genuinely concerned if he is gunned down. for example. whether that blaster aimed at the Doctor is set to stun or set to kill: characters need the Doctor alive if they are to escape in the TARDIS. Shock injuries make it difficult for a character to regain consciousness. Any blunt weapon. a blaster inflicts its maximum Wounds when set to kill and the same amount in Shock when set to stun. an attack with a blunt weapon. In the Wounds boxes on the character sheet. EFFECT OF SHOCK Shock acts as Wounds for the purposes of getting through armour. either as Wounds or Shock. A fist attack that inflicts 2 Wounds. any excess cannot be used to treat the other type of injury. Before firing. such attacks inflict Shock equal to the number of Wounds the weapon would ordinarily make. The difficulty of understanding how to use a blaster is the Knowledge required to build such a device. for example. however. A character heals Shock at a rate equal to his Strength for every research turn of rest or inactivity. Shock. Healing Shock damage heals far faster than Wounds. In this way it is possible for a Dalek gun to deliver 1 to 8 Wounds or 1 to 8 Shock. does not count towards death and no character can be killed by Shock damage: whether a character is considered lightly wounded. but heal faster than Wounds. BLASTERS AND SHOCK Blasters become far more flexible and potent weapons with Shock damage. In safe combat. Safe combat creates a feeling of uncertainty. Variable power blasters The flexibility of blasters as weapons can be increased by allowing them to inflict any amount of damage from 1 to their maximum. Any player who wants to make a knockout attack must tell the referee before resolving the attack (the referee does not have to tell the players whether attacks from referee characters are lethal or knockout!). typically 6 to understand an Earth-built blaster or 8 to understand an alien one. could instead inflict 3 Shock.DOCTOR WHO — TIME LORD APPENDIX 2: SAFE COMBAT Basic combat in TIME LORD makes no distinction between lethal blows and non-lethal blows. It is highly recommended that these rules be used because they reduce the severity of Wounds inflicted on characters and so prolong characters’ lives. Blasters that are found by player characters must first be understood to change the settings. No one will know. Instead of inflicting Wounds. mark genuine Wounds with a W and knockouts with KO to differentiate between the type of injury. 154 . A Strength 3 character who had taken 4 Shock would have only 1 Shock after one research turn of rest. OPTIONS The following options for safe combat are recommended to referees who wish to broaden the scope of blasters as weapons. because players will not know whether an attack against them is going to be lethal or just knock them out. The referee should decide before the game starts whether these rules will be applied. natural weapon or blaster can be used to make knockout attacks. Instead of inflicting different amounts of Wounds when set to stun or kill. A character who has taken 3 Shock in effect has taken 3 short-term Wounds as far as recovery goes. overcoming Strength and recovery.

Any blaster set to stun reduces the difficulty of hitting a target by 1 owing to the indiscriminate nature of the energy beam. The referee decides the gun is half charged and gives it a charge rating of 10. especially when combined with group fire. the blaster runs out and Jamie must look for another weapon. The blaster runs out if the referee beats the difference between the number of turns the gun has been fired and the charge rating. the cumulative power ability reaches six. Broad beam stun is particularly useful to enemies of the Doctor because it gives them a better chance of hitting him.DOCTOR WHO — TIME LORD Broad beam stun Setting a blaster to stun diffuses the energy it emits. forcing them to take cover. Each time the blaster is fired counts as a cumulative ability of 1 which is used to test whether the blaster runs out. 155 . each one should be assigned a charge rating: this is the difficulty of it running out of energy and can be any figure from 1 to 20. If he succeeds. On the sixth turn of firing. the referee rolls the dice to try to beat a difference of 4. For the first five action turns. To add to the uncertainty of using blasters. Power The power of energy weapons is finite and it is possible that they will run out through continued use. Jamie can fire without fear of the gun running out. Jamie picks up a blaster from a fallen space marine and fires at his pursuers. broadening the beam of energy emitted by the weapon.

rules should be transparent to the players of a role-playing game. Besides. 33%. are described by type with limitations on their use. and those that exist are largely for the benefit of the referee. not the accumulation of abstract numbers of points. This decision is quite deliberate: anyone who is attempting a task whose difficulty is four higher than his ability is attempting virtually the impossible as it is given that the game assumes complete competence 156 . Too many tables can be as much a disservice as too few. Gail Baker first provided the idea of levels of competence as a general game mechanic. Out went character progression systems and character generation systems. But beneath the simplicity is some cunning mathematics behind the odds of success. 55%. On a scale of one to ten that embraces the minimum and maximum values in the universe. so some compromises have had to be made. and the notion of the subtractive six-sided dice system that TIME LORD has put into practice was no exception: the place and time in question was leaving the steamy confines of a bathroom in mid-winter. generated by the referee as well as the players. TIME LORD’s co-designer and an old friend and colleague. For the sake of stats fans. yet still be able to cope with the complex situations that role-players will inevitably hurl at the system. only the difficulties tables are needed to drive the system. 1. But with US company FASA’s licence for a DOCTOR WHO roleplaying game set to expire. Mechanics that intrude on play are largely unwelcome except where rolling the dice creates dramatic tension — the points in an adventure where the players believe their plan depends on the success or failure of one person or gadget. we saw an opportunity. No one has a chance of success if the difficulty is five or more higher than his appropriate ability. or any other warlike alien species. We also wanted to encourage role-playing rather than rule-playing — the optimized rule-bending that sadly afflicts many role-playing games. In the context of the DOCTOR WHO series. success will usually follow. DOCTOR WHO hadn’t been grafted onto the rules. and to prevent a mad rush for calculators. are details of specific weapons. of course. many tables become redundant. the odds of beating differences of 0. Such omissions are quite deliberate! TIME LORD is intended to be easy to learn and easy to use. Peter. In practice it means characters will comfortably be able to do something at the limits of their abilities (a difficulty equal to the ability) and have an evens chance of succeeding at something one higher than their abilities. It is primarily intended for fans of the DOCTOR WHO television series. Ideally. Such a mechanic assumes that the players will choose the best character for the job — if they do so. not all of whom will be familiar with the way a role-playing game runs or works. rather than letting even the most cack-handed character have a go. which I chose to treat generically. whether it is a sabre wielded by a British light dragoon of the Napoleonic Wars or the two-handed broadsword of a medieval knight. At the time. and perhaps one day may materialize in a volume called TIME LORD COMPANION. But because TIME LORD uses one simple mechanic — beat the difference — consistently throughout the game. The more I playtest the system. Now. the happier I become with assumed levels of competence as a game mechanic: the story. Weapons. quickly became involved in the project. Increasing a difficulty by one therefore has a marked effect on the odds of success. Inspiration strikes writers and designers in the weirdest places. 2. Conversely. There is also a noticeable famine of tables. because we believe the enjoyment of role-playing comes through doing. and the game was in danger of remaining a private system played by only one group of people. because a proliferation of tabular information cannot easily be absorbed. by setting difficulties at levels below most of the characters’ abilities it is possible to play a game of TIME LORD without anyone but the referee rolling the dice — as near to a diceless role-playing system as I believe it is possible to get yet still presenting a viable rules structure that will settle arguments. the rules had to be easy to understand. We hope to have erred on the side of description of characters and aliens rather than numbers. Yet the idea of characters automatically being able to succeed at tasks they were competent to do appealed and was carefully placed in my mental filing cabinet. like rolling dice and it is quite possible to play TIME LORD this way by always giving characters difficulties to beat that are greater than their abilities. one gun is very much like another. I have concentrated on providing only those tables that are essential to the running of the game. and a sword becomes simply a sword. 3 and 4 are respectively 83%. becomes the driving force of the game. Some people. 16% and 5%. TIME LORD is reality. but at the time I had no more idea of how to put them into effect than she did. Ultimately. I wanted to de-emphasize the role of combat in the game. however. Gone. some three years later. Such details are for those people who master TIME LORD as it stands. and who has curbed my wilder excesses — excesses that might have seen the porcelain vase of flowers among the deadliest hand to hand combat weapons in the universe! Both of us knew that if TIME LORD were to appeal to most DOCTOR WHO fans. Cybermen.DOCTOR WHO — TIME LORD APPENDIX 3: DESIGNER’S NOTES FOR ROLE-PLAYERS Experienced role-players have probably noticed that TIME LORD omits certain elements that are common to other role-playing games. too. therefore. It is Peter who ensured TIME LORD continued to head in the direction in which it was intended to go. it is also important that few if any Earth weapons should remotely endanger Daleks.

Paul Mason (as Sergeant Benton) and Rachel Hopkins (as Liz) tested a very different system. as well as testing them almost to destruction. the universe. but it takes playtesting to check whether the rules work in practice. It also conveys the spirit of script immunity that so many of the Doctor’s companions desperately need. Our own bias will surely show as well: the Doctors of our childhood were played by William Hartnell. the average Dalek hasn’t a hope of hitting the Doctor or his companions provided that the characters dodge. Dave Morris. And here the referee can assure the speedy dispatch of unimportant referee characters simply by assuming they do not dodge. Paul Mason (Steven Taylor). which I regard as the only accurate source of official information. the Trojan slave girl. All the information about the Doctors. none of which I’m glad to say has made it into TIME LORD. TIME LORD. may be contrary to popular belief or modern usage. It is partly the reason why I opted for simultaneous combat rather than an initiative based system. they need to find either a way round the obstruction or someone to whom it is not impossible. say. far earlier in time Mike Cule (as the third Doctor). Again it sounds ludicrous. In some cases. It is perfectly possible in TIME LORD for two opponents to knock each other out at the same time in hand to hand combat. quite simply. Those role-players who believe characters should always have a chance of success should remember that most companions in TIME LORD are no more than ordinary people. My playtesters (and the characters they played) were Patrick Brady (himself). is a rule book and must impose some sense of authority. nowhere does this effect show more than in TIME LORD’s rules for combat. TARDIS is clearly defined as Time And Relative Dimension In Space in An Unearthly Child and we have kept to this definition despite its frequent corruption to ‘Dimensions’. but it happens in the series. Patrick deserves special mention for reading and criticizing an early draft of the rules. What matters is the speed at which unconscious characters recover. Murray Writtle and Emma Sansone whose own rule systems have given me much to think about and digest before I dared write my own. companions. Jamie Thomson (the spider-infested Captain Jameson) and James Wallis (Vicki). The spellings of names have been taken from the programme credits on screen. Simultaneous combat means the players must trust the referee not to take advantage of their situation — and a reasonably competent referee doesn’t need to — but it also cuts down on bookkeeping. FOR DOCTOR WHO FANS Many fans will probably be wondering how accurate is TIME LORD. TIME LORD is primarily designed as an effect game: its intention is to recreate the effects of the DOCTOR WHO universe. Sharp-eyed fans will have noticed the absence of three characters sometimes considered companions of the Doctor and whom we regard as only supporting characters: Katarina. Patrick Troughton and Jon Pertwee and it is perhaps inevitable that our strongest impressions come from these eras. To my mind the game works best when the safe combat rules in Appendix Two are added. The referee has a most useful tool here: the group fire rule. these creatures become the deadly aliens they occasionally appear to be. Peter and I have watched almost every surviving episode of the programme — our notes alone are equivalent to another volume the size of TIME LORD! Even precious. Only by accident has anything crept in from the novelizations or Jean-Marc Lofficier’s virtually indispensable reference works. If he chooses to keep the Daleks. in clusters of five and use the group fire rule. it reflects what happens in the television series. and the DOCTOR WHO television series frequently demonstrate this fact. Thus it is that we chose to detail the Cybermen that confronted the second Doctor — the time we believe they were at their scariest. and that ordinary people often have no chance of success. therefore. Some information. Life. It is also perfectly possible for two lines of enemy soldiers to fire at each other at only short range and miss. Should the characters confront the impossible. If there has been more than one version of something in the series. and so you will find Brigadier Lethbridge Stewart instead of his hyphenated modern-day equivalent. Marc Gascoigne. previously lost stories such as The Ice Warriors have somehow come our way. aliens and enemies is taken from the series. Paul Mason (yet again!). And far. Theory is all very well. Dave Morris (the first Doctor). Thanks too must go to Pete Tamlyn. not real life. Although I have said combat is not the main purpose of the game. In combination with the referee’s tools of decision and difficulties. Look at the series and see how it works. By choosing to shoot individually at a separate target. security agent Sara Kingdom and the shapechanging robot Kamelion. we have invented tiny pieces of history: true aficionados will doubtless have fun wheedling them out. Together. or by forgoing group fire. too. We apologize to fans for these characters’ absence. as accurate as the television series itself. not heroes. for the sake of providing information that players will surely ask. Ludicrous as it sounds. being able to put down an opponent and yet not reveal whether a blaster was set to kill or stun serves to increase the tension in the game. Peter and I have chosen whatever is best for game play. Mark Pawelek (James Wallis). however. The answer is. but the short lives of Katarina and Sara as well as the impressionable nature of Kamelion make them unsuitable as player 157 .DOCTOR WHO — TIME LORD at difficulties less than his ability.

Perhaps this accounts for DOCTOR WHO’s longevity. But most of all it has shown us what a strong team the first Doctor has when the programme first started. Kamelion — who is no more than a cipher — is limited in his potential. June 1991 158 . comedy. the number of aliens and villains has been limited by the space available: alone they are worthy of a separate book. Without you. Spread the word. the accuracy of this book would have been in doubt. But we have heeded the polls and included most of the popular monsters. horror and science fiction the series has encompassed over the years. even as a referee character. My undying thanks go to Richard Devlin and the network of fans who have kept available one of the finest science fiction series to appear on television. Similarly. It has also created a strong attachment to all of them.DOCTOR WHO — TIME LORD characters. besides indulging ourselves. Ian Marsh Putney. Researching the programme has shown the strengths and weaknesses of all the Doctors and his companions. and what a fine mix of drama.


TIME LORD originally presented only scanty guidelines on creating companions to adventure with the Doctor, for two good reasons. First, for a beginner’s role-playing game it seemed advisable to present characters that could be quickly given out ready for play; character creation can rather get in the way of welcoming newcomers to what is a rather unusual pastime. Second, the whole prospect of designing a comprehensive character generation system for Time Lords as a race, human companions and sundry aliens and robots was rather daunting and threatened to consume too much space in the book. Such a system might also be rather complicated for a newcomer to role-playing to understand. A third, and not so good reason, was that as the author of the rules system, I hadn’t much idea how to go about it! I believe I have already said that inspiration strikes in the strangest places. Well, it has happened again, and now you will all know what thoughts disturb the mind of one commuter as he contemplates wind-swept Earlsfield station in the early morning. One obstacle to the character creation system is that I wanted to use the consistent dice-rolling mechanism of the whole game in some way. Uniform systems are all very well, but they can also be a pain in the game designer’s neck! None the less, the dice are used to provide a variable element for each character. The final note I have to say about character creation is that companions are not superheroes. Although some of them may be quite competent in certain areas, in general a companion is just an ordinary person who has found himself or herself caught up in the Doctor’s adventures. This character creation system is intended to create such ordinary, human companions to accompany one of the existing Doctors; it has no ambition to be anything else.

There are two ways of shaping a character. First, you can imagine a person, his background, how he will react to certain circumstances, and his likes and loathings and then tailor the numbers to fit this concept. Second, you can work out all the numerical information, assign common abilities and pick special abilities, using such gamerelated material to help envisage the character as a person. Either way is satisfactory. If you are stuck for ideas, try modelling a companion on one of your friends or a well-known actor. As a player you have a free choice whether your companion is young or old, male or female, and which time period the character belongs to — there are no rules here to help you decide these factors! The only limit is that the character must be human and of Earth origin (descendants of space colonies are all right, too).

Each player starts with a number of points with which, in effect, he buys the character’s skills. As the procedure involves juggling numbers, a pencil and paper will prove handy to make notes before filling in a proper character sheet. A pack of cards may prove useful, as will be explained later.

Creating a character
Each character starts with eight abilities at 3, four abilities at 2 and eight abilities at 1. In addition, the character gains anything from zero to twenty 1-point abilities decided by the roll of the dice. These additional abilities are calculated by rolling a pair of six-sided dice four times and summing the differences of each roll — for each roll of the dice, therefore, the character gains from zero to five 1-point abilities. The result on the dice is read the same way as in the TIME LORD rules — and similarly, rolling a big difference each time is best. The best possible combination, therefore, after the dice have been rolled is a character with eight 3-point abilities, four 2-point abilities and twenty-eight 1-point abilities (the worst leaves him with only the basic eight 1-point abilities). These values are then assigned to the character subject to the rules regarding combination and limitations. The player must assign values to each of the eight main abilities, and can spend the rest as he likes on the special abilities listed in the rule book. It is highly recommended that characters who opt for low Strength acquire the Cheat Death ability at 2 points if they have Strength 3 and at 1 point if they have Strength 4.

Combining abilities
Any ability can be combined with another ability of the same value to obtain a single ability that is one higher in value. But a high value ability can never be broken down into a lower value ability. Thus, two 2-point abilities can be combined to yield one 3-point ability, but a 3-point ability cannot be broken down into two 2-point abilities. In effect it costs thirty-two 1-point abilities to gain one 6-point ability, sixteen 1-point abilities to gain one 5-point


DOCTOR WHO — TIME LORD Table 13: Minimum and maximum abilities for human companions Ability Strength Control Size Weight Move Knowledge Determination Awareness Minimum 2 2 2 3 1 2 1 1 Maximum 5 6 5 4 4 6 6 6 Notes 2 = child, 5 = strongman 2 = klutz, 6 = daredevil acrobat 2 = a giant, 5= a child or dwarf 3 = small adult, 4 = large adult 1 = crippled, 4 = sprinter 2 = primitive, 6 = genius 1 = subservient, 6 = obsessive 1 = not in tune with surroundings, 6 = sensitive to surroundings

ability, eight 1-point abilities to gain one 4-point ability, four 1-point abilities to gain a 3-point ability and two 1-point abilities to gain a 2-point ability (most cost-effective!). Thus a 3-point ability is affordable and within the reach of most characters, but to gain several 4-pointers requires careful budgeting. The best approach is to ensure the eight common abilities have values of 3 or 4, perhaps with one 5, and to enhance these with well-chosen special abilities. This way a character can get a total ability of 6 cheaply through using two 3-point abilities (a cost of eight 1-point abilities instead of thirty-two); the downside is a low general value in the appropriate common ability.

A value must be assigned to each of the eight common abilities — Strength, Control, Size, Weight, Move, Knowledge, Determination and Awareness — subject to the minimum and maximum possible values for a human companion given in Table 13. Certain values will very much shape the appearance and possible background of a character. A character with Size 5 is either a child, and must select his other background skills appropriately, or a dwarf; the character cannot be imagined as resembling an average adult human. Referees should look for such potential discrepancies in generated characters and advise the player accordingly. In addition, special abilities may not be greater in value than the governing main ability: a character with a Control of 3 cannot have a Marksmanship of 4; the maximum ability he can have is Marksmanship 3. To obtain a total ability of 7 the character must have Control 4 and Marksmanship 3.

Players with access to a number of packs of playing cards can use them to keep track of their changes in ability — about four packs will be necessary. Issue the player with cards whose numeric value is equal to the abilities of the character, using court cards as ones if there is a shortage of aces. Thus a basic character will get eight threes, four twos and eight aces. Each time the player wishes to combine two abilities, he hands the referee two equal cards and receives one higher value card in exchange: filling in the character sheet is then a simple matter of comparing remaining cards with spaces on the sheet. The referee is also completely in control of the bookkeeping, eliminating any ‘creative accountancy’ on the part of the player.

Characters start with a set of clothing and nothing else. They may, however, trade in abilities to secure equipment. None is a particularly cost-effective purchase, but then money is of no real use to most of the companions and they will be hard-pressed to find shops on places such as Metebelis 3. Abilities can also be spent to buy status, such as rank within an organization like UNIT (organizations may also require purchasing of a pass, representing membership and security vetting).

1-point ability
This will secure a trivial item of no apparent worth, or a common, everyday item for the character’s time period. Examples: a pocketful of loose change, a plain metal ring, golden star of mathematical excellence, walking stick or umbrella, a set of house keys, cricket ball, string, bag of jelly babies, pen knife.


DOCTOR WHO — TIME LORD 2-point ability
This secures a useful item of some worth. Examples: skeleton keys, hunting knife, gold jewellery, binoculars, mobile telephone, transistor radio.

3-point ability
This secures an item of notable worth or a low position of authority. Examples: hand-to-hand weapons such as a sword or mace, primitive missile weapons such as a bow, unreliable firearms such as muzzle-loading pistols and muskets, partial armour or a shield, rank of sergeant.

4-point ability
This will secure a valuable item or a position of moderate responsibility. Examples: security pass for a secret service or UNIT, reliable guns, full armour, motorized transport, rank of captain.

5-point ability
This will secure an exceptionally valuable item or a position of power. Examples: technological device of equivalent ability to the sonic screwdriver, national head of UNIT, presidency, membership of the royal family. Referees might also like to invent special devices that characters can own, for example:

Infallible firearm (5-point ability)
A revolver, automatic pistol or laser pistol that always begins any new adventure with a full magazine or charge. This makes the weapon far more attractive than the run-down or partly empty guns that characters may be forced to use in the course of an adventure.

Bullet-proof pocketwatch (4-point ability)
A one-use item that automatically stops the first bullet to strike the front of the character; the watch is destroyed in the process.

A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the player needs. This helps reflect an inherent talent for a subject that the character has never tackled before.

TIME LORD characters should advance their skills only slowly as gaining even one point in an ability represents a great leap in skill. To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character’s abilities by one point. If the player chooses not to roll the dice at the end of one adventure, it increases his chance of learning at the end of a subsequent adventure. The basic object is to beat the difference between the number of adventures a character has gone without making an experience roll and the desired total ability.

Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen and a number of robots in his first adventure. He must therefore beat a difference of 4 to learn the ability (desired total ability for Cybernetics equals 5). If he waited until the end of his second adventure, he would need to beat a difference of 3.
After a player makes an experience roll, regardless of whether it succeeds or fails, the number of adventures resets to zero. Each time a character successfully makes an experience roll, the difficulty to make the next roll increases by 1. This penalty is cumulative.

Assuming Patrick gained Cybernetics 1 after one adventure and then wished to gain Cybernetics 2 after a subsequent adventure, a penalty of 1 would be added to the total desired ability. The total desired ability would be 6, but the penalty raises it so the difficulty becomes 7. He would need to complete three more adventures to have a chance at gaining Cybernetics 2, at which point he would need to beat a difference of 4. If he succeeded at this and wished to progress to Cybernetics 3, he would incur a penalty of 2, making the base difficulty 9 and requiring the completion of five more adventures before a roll could be made.
At all times the referee decides when an adventure concludes and an experience roll can be made. A character may never improve more than one ability whenever he earns an increase. Also, the eight common abilities may never be increased; only special abilities may be gained or increased.


SAMPLE CHARACTER: SIMONE Simone starts with eight 3-point abilities. 3 and 2. gaining her six extra 1-point abilities (giving a total of fourteen 1-point abilities). Mechanics 1. Size: 3. so she combines two 1-point abilities to give a two-point ability. Heaven help the Doctor when she gets loose in the TARDIS! 162 . Bench-thumping 2 Size: 3 Weight: 3 Move: 4. four 2-point abilities and eight 1-point abilities. She envisages her character as an enthusiastic car mechanic who loves tinkering. Control: 3. she assigns values of 3 to Control. She must still assign a value to Move. if it is not appropriate. Her final abilities are: Strength: 2. Cheat Death 2 Control: 3. and the experience gained. and combines the remaining three 1-point abilities with it to give Awareness 3. The four remaining 3-point abilities. She rolls the dice. she believes her Awareness to be too low. generating differences of 0. Move: 4. Weight and Determination. a value of 2 to Strength and a value of 1 to Awareness. and elects to take the special abilities of Cheat Death 2. which in turn is combined with the remaining three 2-point abilities to give one 4-point ability. the referee should increase the difficulty of succeeding at the experience roll. The referee should keep a log of attempts made or failed. Driving 2. she combines twice to give a Knowledge of 5 (four 3-point abilities = two 4-point abilities = one 5-point ability.DOCTOR WHO — TIME LORD The experience roll assumes that a player is attempting to increase an ability which was appropriate to one of his adventures. To start. 1. She is left with eleven 1-point abilities. Size. The general intention of these rules is to allow characters to pick up one or two abilities that may be useful as they become more experienced with role-playing and TIME LORD in particular. Her abilities currently are as follows: Strength: 2. Knowledge: 5. Driving 2 Knowledge: 5. Mechanics 1 and Engineering 1. Weight: 3. Awareness: 1. Bench-thumping 2. Determination: 3. Engineering 1 Determination: 3 Awareness: 3 Simone starts only with the clothes she wears. On reflection.

DOCTOR WHO — TIME LORD CHARACTER SHEET NAME PERSONAL Species Home planet Native time Age Sex Description ABILITIES Strength Determination EQUIPMENT Control Knowledge WOUNDS Weight Size Awareness COMBAT Move Attack Parry Attack Basic Defence Evade Dodge 163 .

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